76 lines
2.8 KiB
C#
76 lines
2.8 KiB
C#
/*
|
|
* 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);
|
|
}
|
|
}
|
|
}
|