/* * 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 UnityEngine; namespace Oculus.Interaction { public static partial class Collisions { public static Vector3 ClosestPointToColliders(Vector3 point, Collider[] colliders) { Vector3 closestPoint = point; float closestSqrDistance = float.PositiveInfinity; foreach (Collider collider in colliders) { Vector3 closest = ClosestPointToCollider(point, collider); float sqrDistance = Vector3.SqrMagnitude(closest - point); if (sqrDistance <= float.Epsilon) { return closest; } if (sqrDistance < closestSqrDistance) { closestSqrDistance = sqrDistance; closestPoint = closest; } } return closestPoint; } public static Vector3 ClosestPointToCollider(Vector3 point, Collider collider) { if (collider is MeshCollider meshCollider) { //Convex Mesh Colliders have a small error near the edges. So we magnetize the point a bit if (meshCollider.convex) { Vector3 convexColliderPoint = Physics.ClosestPoint(point, collider, collider.transform.position, collider.transform.rotation); if (Vector3.SqrMagnitude(convexColliderPoint - point) < collider.contactOffset * collider.contactOffset) { return point; } return convexColliderPoint; } //Concave Mesh Colliders always return the point itself when using Physics.ClosestPoint. else { return meshCollider.ClosestPointOnBounds(point); } } return Physics.ClosestPoint(point, collider, collider.transform.position, collider.transform.rotation); } } }