/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System; using UnityEngine; namespace Oculus.Interaction { public static partial class Collisions { /// /// Approximate capsule collision by doing sphere collisions down the capsule length /// /// Capsule Start /// Capsule End /// Capsule Radius /// Collider to check against /// Whether or not an approximate collision occured. [Obsolete("This method is not in use and will soon be deleted.")] public static bool IsCapsuleWithinColliderApprox(Vector3 p0, Vector3 p1, float radius, Collider collider) { int divisions = Mathf.CeilToInt((p1 - p0).magnitude / radius) * 2; if (divisions == 0) { return IsSphereWithinCollider(p0, radius, collider); } float tStep = 1f / divisions; for (int i = 0; i <= divisions; i++) { Vector3 point = Vector3.Lerp(p0, p1, tStep * i); if (IsSphereWithinCollider(point, radius, collider)) { return true; } } return false; } } }