IntersectRaySphere() public static method

public static IntersectRaySphere ( Ray ray, Vector3 sphereOrigin, float sphereRadius, float &t, Vector3 &q ) : bool
ray UnityEngine.Ray
sphereOrigin Vector3
sphereRadius float
t float
q Vector3
return bool
Beispiel #1
0
        public static int FindNearest(Vector2 point, Transform cloudTransform, IEditablePoint points)
        {
            Ray ray = HandleUtility.GUIPointToWorldRay(point);
            Dictionary <int, float> dictionary = new Dictionary <int, float>();

            for (int i = 0; i < points.Count; i++)
            {
                float   num  = 0f;
                Vector3 zero = Vector3.zero;
                if (MathUtils.IntersectRaySphere(ray, cloudTransform.TransformPoint(points.GetPosition(i)), points.GetPointScale() * 0.5f, ref num, ref zero))
                {
                    if (num > 0f)
                    {
                        dictionary.Add(i, num);
                    }
                }
            }
            int result;

            if (dictionary.Count <= 0)
            {
                result = -1;
            }
            else
            {
                IOrderedEnumerable <KeyValuePair <int, float> > source = from x in dictionary
                                                                         orderby x.Value
                                                                         select x;
                result = source.First <KeyValuePair <int, float> >().Key;
            }
            return(result);
        }
        public static int FindNearest(Vector2 point, Transform cloudTransform, IEditablePoint points)
        {
            var r = HandleUtility.GUIPointToWorldRay(point);

            var found = new Dictionary <int, float>();

            for (var i = 0; i < points.Count; i++)
            {
                float   distance       = 0;
                Vector3 collisionPoint = Vector3.zero;

                Vector3 position = cloudTransform != null?cloudTransform.TransformPoint(points.GetPosition(i)) : points.GetPosition(i);

                if (MathUtils.IntersectRaySphere(r, position, points.GetPointScale(), ref distance, ref collisionPoint))
                {
                    //Only care if we start outside a probe
                    if (distance > 0)
                    {
                        found.Add(i, distance);
                    }
                }
            }

            if (found.Count <= 0)
            {
                return(-1);
            }

            var sorted = found.OrderBy(x => x.Value);

            return(sorted.First().Key);
        }
Beispiel #3
0
        public static int FindNearest(Vector2 point, Transform cloudTransform, IEditablePoint points)
        {
            Ray ray = HandleUtility.GUIPointToWorldRay(point);
            Dictionary <int, float> source = new Dictionary <int, float>();

            for (int i = 0; i < points.Count; i++)
            {
                float   t    = 0f;
                Vector3 zero = Vector3.zero;
                if (MathUtils.IntersectRaySphere(ray, cloudTransform.TransformPoint(points.GetPosition(i)), points.GetPointScale() * 0.5f, ref t, ref zero) && (t > 0f))
                {
                    source.Add(i, t);
                }
            }
            if (source.Count <= 0)
            {
                return(-1);
            }
            if (< > f__am$cache5 == null)
            {
Beispiel #4
0
        public static int FindNearest(Vector2 point, Transform cloudTransform, IEditablePoint points)
        {
            Ray worldRay = HandleUtility.GUIPointToWorldRay(point);
            Dictionary <int, float> source = new Dictionary <int, float>();

            for (int index = 0; index < points.Count; ++index)
            {
                float   t    = 0.0f;
                Vector3 zero = Vector3.zero;
                if (MathUtils.IntersectRaySphere(worldRay, cloudTransform.TransformPoint(points.GetPosition(index)), points.GetPointScale() * 0.5f, ref t, ref zero) && (double)t > 0.0)
                {
                    source.Add(index, t);
                }
            }
            if (source.Count <= 0)
            {
                return(-1);
            }
            return(source.OrderBy <KeyValuePair <int, float>, float>((Func <KeyValuePair <int, float>, float>)(x => x.Value)).First <KeyValuePair <int, float> >().Key);
        }