/// <summary> /// caculate distance between tensegrityobj and targetframe /// </summary> public float CaculateDistanceinColliders(TensegrityObject _obj) { _colliders = GetComponentsInChildren <Collider>(); float dis = float.MaxValue; foreach (var t in _colliders) { var cp = t.ClosestPointOnBounds(_obj.elements.center.transform.position); var d = Vector3.Distance(cp, _obj.elements.center.transform.position); if (d < dis) { dis = d; closestPoint = cp; } } return(dis); }
void SetUnitAsDefualt(TensegrityObject abObj) { abObj.SetAsDefualt(); }
public void SetTobj(TensegrityObject _obj) { tobj = _obj; }
// Start is called before the first frame update void Awake() { obj = this.gameObject.GetComponent <TensegrityObject>(); String = obj.elements.Strings; }