Ejemplo n.º 1
0
        public static bool Raycast(Ray ray, out float t, Vector3 baseCenter, float baseWidth, float baseDepth, float height, Quaternion rotation)
        {
            t   = 0.0f;
            ray = ray.InverseTransform(Matrix4x4.TRS(baseCenter, rotation, Vector3.one));

            Vector3 aabbSize = new Vector3(baseWidth, height, baseDepth);

            if (!BoxMath.Raycast(ray, Vector3.up * height * 0.5f, aabbSize, Quaternion.identity))
            {
                return(false);
            }

            List <float> tValues = new List <float>(5);

            Plane basePlane = new Plane(Vector3.up, Vector3.zero);
            float rayEnter  = 0.0f;

            if (basePlane.Raycast(ray, out rayEnter) &&
                QuadMath.Contains3DPoint(ray.GetPoint(rayEnter), false, baseCenter, baseWidth, baseDepth, Vector3.right, Vector3.forward))
            {
                tValues.Add(rayEnter);
            }

            float   halfWidth     = 0.5f * baseWidth;
            float   halfDepth     = 0.5f * baseDepth;
            Vector3 tipPosition   = Vector3.up * height;
            Vector3 p0            = tipPosition;
            Vector3 p1            = Vector3.right * halfWidth - Vector3.forward * halfDepth;
            Vector3 p2            = p1 - Vector3.right * baseWidth;
            Plane   trianglePlane = new Plane(p0, p1, p2);

            if (trianglePlane.Raycast(ray, out rayEnter) &&
                TriangleMath.Contains3DPoint(ray.GetPoint(rayEnter), false, p0, p1, p2))
            {
                tValues.Add(rayEnter);
            }

            p0            = tipPosition;
            p1            = Vector3.right * halfWidth + Vector3.forward * halfDepth;
            p2            = p1 - Vector3.forward * baseDepth;
            trianglePlane = new Plane(p0, p1, p2);
            if (trianglePlane.Raycast(ray, out rayEnter) &&
                TriangleMath.Contains3DPoint(ray.GetPoint(rayEnter), false, p0, p1, p2))
            {
                tValues.Add(rayEnter);
            }

            p0            = tipPosition;
            p1            = -Vector3.right * halfWidth + Vector3.forward * halfDepth;
            p2            = p1 + Vector3.right * baseWidth;
            trianglePlane = new Plane(p0, p1, p2);
            if (trianglePlane.Raycast(ray, out rayEnter) &&
                TriangleMath.Contains3DPoint(ray.GetPoint(rayEnter), false, p0, p1, p2))
            {
                tValues.Add(rayEnter);
            }

            p0            = tipPosition;
            p1            = -Vector3.right * halfWidth - Vector3.forward * halfDepth;
            p2            = p1 + Vector3.forward * baseDepth;
            trianglePlane = new Plane(p0, p1, p2);
            if (trianglePlane.Raycast(ray, out rayEnter) &&
                TriangleMath.Contains3DPoint(ray.GetPoint(rayEnter), false, p0, p1, p2))
            {
                tValues.Add(rayEnter);
            }

            if (tValues.Count == 0)
            {
                return(false);
            }

            tValues.Sort(delegate(float t0, float t1) { return(t0.CompareTo(t1)); });
            t = tValues[0];

            return(true);
        }
Ejemplo n.º 2
0
        public bool ContainsPoint(Vector3 point, bool checkOnPlane)
        {
            List <Vector3> points = GetPoints();

            return(TriangleMath.Contains3DPoint(point, checkOnPlane, points[0], points[1], points[2], _epsilon));
        }