VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Collisions/ClosestPointToColliders.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

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);
}
}
}