public static bool Raycast(Ray ray, out float t, Vector3 p0, Vector3 p1, Vector3 p2, TriangleEpsilon epsilon = new TriangleEpsilon())
        {
            t = 0.0f;

            float rayEnter;
            Plane trianglePlane = new Plane(p0, p1, p2);

            if (trianglePlane.Raycast(ray, out rayEnter) &&
                Contains3DPoint(ray.GetPoint(rayEnter), false, p0, p1, p2, epsilon))
            {
                t = rayEnter;
                return(true);
            }

            if (epsilon.ExtrudeEps != 0.0f)
            {
                float dot = Vector3Ex.AbsDot(ray.direction, trianglePlane.normal);
                if (dot < ExtrudeEpsThreshold.Get)
                {
                    OBB obb = Calc3DTriangleOBB(p0, p1, p2, trianglePlane.normal, epsilon);
                    return(BoxMath.Raycast(ray, obb.Center, obb.Size, obb.Rotation));
                }
            }

            return(false);
        }
        public BoxFaceAreaDesc GetWorldSnapAreaDesc(BoxFace boxFace)
        {
            Vector3 boxSize = _snapAreaBounds[(int)boxFace].Size;

            boxSize = Vector3.Scale(boxSize, _gameObject.transform.lossyScale.Abs());

            return(BoxMath.GetBoxFaceAreaDesc(boxSize, boxFace));
        }
Example #3
0
        public static bool RaycastWire(Ray ray, out float t, Vector3 quadCenter, float quadWidth, float quadHeight, Vector3 quadRight, Vector3 quadUp, QuadEpsilon epsilon = new QuadEpsilon())
        {
            t = 0.0f;
            Vector3    quadNormal   = Vector3.Normalize(Vector3.Cross(quadRight, quadUp));
            Plane      quadPlane    = new Plane(quadNormal, quadCenter);
            Vector2    quadSize     = new Vector2(quadWidth, quadHeight);
            Quaternion quadRotation = Quaternion.LookRotation(quadNormal, quadUp);

            float rayEnter;

            if (quadPlane.Raycast(ray, out rayEnter))
            {
                Vector3 intersectPt  = ray.GetPoint(rayEnter);
                var     cornerPoints = Calc3DQuadCornerPoints(quadCenter, quadSize, quadRotation);

                float distFromSegment = intersectPt.GetDistanceToSegment(cornerPoints[(int)QuadCorner.TopLeft], cornerPoints[(int)QuadCorner.TopRight]);
                if (distFromSegment <= epsilon.WireEps)
                {
                    t = rayEnter;
                    return(true);
                }

                distFromSegment = intersectPt.GetDistanceToSegment(cornerPoints[(int)QuadCorner.TopRight], cornerPoints[(int)QuadCorner.BottomRight]);
                if (distFromSegment <= epsilon.WireEps)
                {
                    t = rayEnter;
                    return(true);
                }

                distFromSegment = intersectPt.GetDistanceToSegment(cornerPoints[(int)QuadCorner.BottomRight], cornerPoints[(int)QuadCorner.BottomLeft]);
                if (distFromSegment <= epsilon.WireEps)
                {
                    t = rayEnter;
                    return(true);
                }

                distFromSegment = intersectPt.GetDistanceToSegment(cornerPoints[(int)QuadCorner.BottomLeft], cornerPoints[(int)QuadCorner.TopLeft]);
                if (distFromSegment <= epsilon.WireEps)
                {
                    t = rayEnter;
                    return(true);
                }
            }

            if (epsilon.ExtrudeEps != 0.0f)
            {
                float dot = Vector3Ex.AbsDot(ray.direction, quadPlane.normal);
                if (dot < ExtrudeEpsThreshold.Get)
                {
                    OBB quadOBB = Calc3DQuadOBB(quadCenter, quadSize, Quaternion.LookRotation(quadNormal, quadUp), epsilon);
                    return(BoxMath.Raycast(ray, quadOBB.Center, quadOBB.Size, quadOBB.Rotation));
                }
            }

            return(false);
        }
Example #4
0
        /// <summary>
        /// Performs all necessary initializations.
        /// </summary>
        private void Start()
        {
            // Create the 4 gizmos
            _objectMoveGizmo      = RTGizmosEngine.Get.CreateObjectMoveGizmo();
            _objectRotationGizmo  = RTGizmosEngine.Get.CreateObjectRotationGizmo();
            _objectScaleGizmo     = RTGizmosEngine.Get.CreateObjectScaleGizmo();
            _objectUniversalGizmo = RTGizmosEngine.Get.CreateObjectUniversalGizmo();

            // Call the 'SetEnabled' function on the parent gizmo to make sure
            // the gizmos are initially hidden in the scene. We want the gizmo
            // to show only when we have a target object available.
            _objectMoveGizmo.Gizmo.SetEnabled(false);
            _objectRotationGizmo.Gizmo.SetEnabled(false);
            _objectScaleGizmo.Gizmo.SetEnabled(false);
            _objectUniversalGizmo.Gizmo.SetEnabled(false);

            // Link the selected objects list to the gizmos
            // Note: The 'SetTargetObjects' function will instruct the gizmo to store
            //       a direct reference to the '_selecteObjects' list. This means that
            //       when you add or remove objects from this list, the gizmos will have
            //       access to the most recent/updated collection. You don't need to call
            //       'SetTargetObjects' again when the list changes.
            _objectMoveGizmo.SetTargetObjects(_selectedObjects);
            _objectRotationGizmo.SetTargetObjects(_selectedObjects);
            _objectScaleGizmo.SetTargetObjects(_selectedObjects);
            _objectUniversalGizmo.SetTargetObjects(_selectedObjects);

            // We initialize the work gizmo to the move gizmo by default. This means
            // that the first time an object is clicked, the move gizmo will appear.
            // You can change the default gizmo, by simply changing these 2 lines of
            // code. For example, if you wanted the scale gizmo to be the default work
            // gizmo, replace '_objectMoveGizmo' with '_objectScaleGizmo' and GizmoId.Move
            // with GizmoId.Scale.
            _workGizmo   = _objectMoveGizmo;
            _workGizmoId = GizmoId.Move;

            // <BEGIN TUTORIAL>
            // Get a reference to the object whose pivot we want to modify
            GameObject doorObject = GameObject.Find("GreenCube");

            // Calculate the object's world OBB and then use the 'BoxMath.CalcBoxFaceCenter'
            // to calculate the center of the object's left face in world space. We will use
            // this face center as our pivot.
            OBB     worldOBB   = ObjectBounds.GetMeshWorldOBB(doorObject);
            Vector3 faceCenter = BoxMath.CalcBoxFaceCenter(worldOBB.Center, worldOBB.Size, worldOBB.Rotation, BoxFace.Left);

            // Use the 'SetObjectCustomLocalPivot' function to specify the object's pivot.
            // Note: We need to call 'InverseTransformPoint' on the face center because the function expects
            //       a pivot point expressed in the object's local coordinate system.
            _objectRotationGizmo.SetObjectCustomLocalPivot(doorObject, doorObject.transform.InverseTransformPoint(faceCenter));

            // Change the transform pivot to 'CustomObjectLocalPivot'
            _objectRotationGizmo.SetTransformPivot(GizmoObjectTransformPivot.CustomObjectLocalPivot);
            // <END TUTORIAL>
        }
        public void Encapsulate(OBB otherOBB)
        {
            var otherPts = BoxMath.CalcBoxCornerPoints(otherOBB.Center, otherOBB.Size, otherOBB.Rotation);

            Matrix4x4 transformMtx = Matrix4x4.TRS(Center, Rotation, Vector3.one);
            var       modelPts     = transformMtx.inverse.TransformPoints(otherPts);

            AABB modelAABB = new AABB(Vector3.zero, Size);

            modelAABB.Encapsulate(modelPts);

            Center = (Rotation * modelAABB.Center) + Center;
            Size   = modelAABB.Size;
        }
        public static List <Vector3> CollectModelSpriteVerts(Sprite sprite, AABB collectAABB)
        {
            var spriteModelVerts = sprite.vertices;
            var collectedVerts   = new List <Vector3>(7);

            foreach (var vertPos in spriteModelVerts)
            {
                if (BoxMath.ContainsPoint(vertPos, collectAABB.Center, collectAABB.Size, Quaternion.identity))
                {
                    collectedVerts.Add(vertPos);
                }
            }

            return(collectedVerts);
        }
        private void UpdateTransform(Camera camera)
        {
            Vector3            midAxisPos       = _sceneGizmo.SceneGizmoCamera.LookAtPoint;
            RTSceneGizmoCamera sceneGizmoCamera = _sceneGizmo.SceneGizmoCamera;
            Vector3            axisDirection    = _sceneGizmo.Gizmo.Transform.GetAxis3D(_axisDesc);

            _zoomFactorTransform.Position3D = midAxisPos;
            float zoomFactor = _cap.GetZoomFactor(camera);

            Vector3 midCapSize = _sceneGizmo.LookAndFeel.MidCapType == GizmoCap3DType.Box ?
                                 Vector3Ex.FromValue(SceneGizmoLookAndFeel.MidCapBoxSize * zoomFactor) : Vector3Ex.FromValue(SceneGizmoLookAndFeel.MidCapSphereRadius * 2.0f * zoomFactor);
            Vector3 midBoxFaceCenter = BoxMath.CalcBoxFaceCenter(midAxisPos, midCapSize, Quaternion.identity, _midAxisBoxFace);

            _cap.CapSlider3DInvert(axisDirection, midBoxFaceCenter);
        }
        public static List <Vector3> CollectWorldSpriteVerts(Sprite sprite, Transform spriteTransform, OBB collectOBB)
        {
            var spriteWorldVerts = sprite.GetWorldVerts(spriteTransform);
            var collectedVerts   = new List <Vector3>(7);

            foreach (var vertPos in spriteWorldVerts)
            {
                if (BoxMath.ContainsPoint(vertPos, collectOBB.Center, collectOBB.Size, collectOBB.Rotation))
                {
                    collectedVerts.Add(vertPos);
                }
            }

            return(collectedVerts);
        }
        public GameObjectRayHit RaycastSpriteObject(Ray ray, GameObject gameObject)
        {
            float t;
            OBB   worldOBB = ObjectBounds.CalcSpriteWorldOBB(gameObject);

            if (!worldOBB.IsValid)
            {
                return(null);
            }

            if (BoxMath.Raycast(ray, out t, worldOBB.Center, worldOBB.Size, worldOBB.Rotation))
            {
                return(new GameObjectRayHit(ray, gameObject, worldOBB.GetPointFaceNormal(ray.GetPoint(t)), t));
            }

            return(null);
        }
        public static bool RaycastWire(Ray ray, out float t, Vector3 p0, Vector3 p1, Vector3 p2, TriangleEpsilon epsilon = new TriangleEpsilon())
        {
            t = 0.0f;

            float rayEnter;
            Plane trianglePlane = new Plane(p0, p1, p2);

            if (trianglePlane.Raycast(ray, out rayEnter))
            {
                Vector3 intersectPt   = ray.GetPoint(rayEnter);
                float   distToSegment = intersectPt.GetDistanceToSegment(p0, p1);
                if (distToSegment <= epsilon.WireEps)
                {
                    t = rayEnter;
                    return(true);
                }

                distToSegment = intersectPt.GetDistanceToSegment(p1, p2);
                if (distToSegment <= epsilon.WireEps)
                {
                    t = rayEnter;
                    return(true);
                }

                distToSegment = intersectPt.GetDistanceToSegment(p2, p0);
                if (distToSegment <= epsilon.WireEps)
                {
                    t = rayEnter;
                    return(true);
                }
            }

            if (epsilon.ExtrudeEps != 0.0f)
            {
                float dot = Vector3Ex.AbsDot(ray.direction, trianglePlane.normal);
                if (dot < ExtrudeEpsThreshold.Get)
                {
                    OBB obb = Calc3DTriangleOBB(p0, p1, p2, trianglePlane.normal, epsilon);
                    return(BoxMath.Raycast(ray, obb.Center, obb.Size, obb.Rotation));
                }
            }

            return(false);
        }
Example #11
0
        public List <Vector3> OverlapVerts(OBB obb, MeshTransform meshTransform)
        {
            if (!_isBuilt)
            {
                Build();
            }

            OBB           meshSpaceOBB    = meshTransform.InverseTransformOBB(obb);
            HashSet <int> usedIndices     = new HashSet <int>();
            var           overlappedNodes = _tree.OverlapBox(meshSpaceOBB);

            if (overlappedNodes.Count == 0)
            {
                return(new List <Vector3>());
            }

            var overlappedVerts = new List <Vector3>(50);

            foreach (var node in overlappedNodes)
            {
                int          triangleIndex = node.Data.TriangleIndex;
                MeshTriangle triangleInfo  = _mesh.GetTriangle(triangleIndex);
                var          modelVerts    = triangleInfo.Vertices;

                for (int ptIndex = 0; ptIndex < modelVerts.Length; ++ptIndex)
                {
                    int vertIndex = triangleInfo.GetVertIndex(ptIndex);
                    if (usedIndices.Contains(vertIndex))
                    {
                        continue;
                    }

                    Vector3 modelVert = modelVerts[ptIndex];
                    if (BoxMath.ContainsPoint(modelVert, meshSpaceOBB.Center, meshSpaceOBB.Size, meshSpaceOBB.Rotation))
                    {
                        overlappedVerts.Add(meshTransform.TransformPoint(modelVert));
                        usedIndices.Add(vertIndex);
                    }
                }
            }

            return(overlappedVerts);
        }
        private void SnapToObjectHitPoint(GameObjectRayHit objectHit, SnapToPointMode snapMode)
        {
            if (snapMode == SnapToPointMode.Exact)
            {
                float distToPlane = new Plane(Normal, Vector3.zero).GetDistanceToPoint(objectHit.HitPoint);
                YOffset = distToPlane;
            }
            else
            {
                var boundsQConfig = new ObjectBounds.QueryConfig();
                boundsQConfig.ObjectTypes = GameObjectType.Mesh;

                OBB worldOBB = ObjectBounds.CalcWorldOBB(objectHit.HitObject, boundsQConfig);
                if (worldOBB.IsValid)
                {
                    Plane   slicePlane = new Plane(Normal, worldOBB.Center);
                    Vector3 destPt     = worldOBB.Center;
                    var     obbCorners = BoxMath.CalcBoxCornerPoints(worldOBB.Center, worldOBB.Size, worldOBB.Rotation);

                    float sign = Mathf.Sign(slicePlane.GetDistanceToPoint(objectHit.HitPoint));
                    if (sign > 0.0f)
                    {
                        int furthestPtInFront = slicePlane.GetFurthestPtInFront(obbCorners);
                        if (furthestPtInFront >= 0)
                        {
                            destPt = obbCorners[furthestPtInFront];
                        }
                    }
                    else
                    {
                        int furthestPtBehind = slicePlane.GetFurthestPtBehind(obbCorners);
                        if (furthestPtBehind >= 0)
                        {
                            destPt = obbCorners[furthestPtBehind];
                        }
                    }

                    float distToPlane = new Plane(Normal, Vector3.zero).GetDistanceToPoint(destPt);
                    YOffset = distToPlane;
                }
            }
        }
Example #13
0
        public bool OverlapVerts(OBB obb, MeshTransform meshTransform, List <Vector3> verts)
        {
            verts.Clear();
            if (!_isBuilt)
            {
                Build();
            }

            OBB meshSpaceOBB = meshTransform.InverseTransformOBB(obb);

            if (!_tree.OverlapBox(meshSpaceOBB, _nodeBuffer))
            {
                return(false);
            }

            _vertexIndexSet.Clear();
            foreach (var node in _nodeBuffer)
            {
                int          triangleIndex = node.Data.TriangleIndex;
                MeshTriangle triangleInfo  = _mesh.GetTriangle(triangleIndex);
                var          modelVerts    = triangleInfo.Vertices;

                for (int ptIndex = 0; ptIndex < modelVerts.Length; ++ptIndex)
                {
                    int vertIndex = triangleInfo.GetVertIndex(ptIndex);
                    if (_vertexIndexSet.Contains(vertIndex))
                    {
                        continue;
                    }

                    Vector3 modelVert = modelVerts[ptIndex];
                    if (BoxMath.ContainsPoint(modelVert, meshSpaceOBB.Center, meshSpaceOBB.Size, meshSpaceOBB.Rotation))
                    {
                        verts.Add(meshTransform.TransformPoint(modelVert));
                        _vertexIndexSet.Add(vertIndex);
                    }
                }
            }

            return(verts.Count != 0);
        }
        private List <AABB> BuildVertOverlapAABBs(GameObject gameObject, Sprite sprite, RTMesh rtMesh)
        {
            if (sprite == null && rtMesh == null)
            {
                return(new List <AABB>());
            }

            const float overlapAmount     = 0.2f;
            float       halfOverlapAmount = overlapAmount * 0.5f;
            AABB        modelAABB         = sprite != null?ObjectBounds.CalcSpriteModelAABB(gameObject) : rtMesh.AABB;

            Vector3        modelAABBSize  = modelAABB.Size;
            List <BoxFace> modelAABBFaces = BoxMath.AllBoxFaces;

            const float sizeEps = 0.001f;

            Vector3[] overlapAABBSizes = new Vector3[modelAABBFaces.Count];
            overlapAABBSizes[(int)BoxFace.Left]   = new Vector3(overlapAmount, modelAABBSize.y + sizeEps, modelAABBSize.z + sizeEps);
            overlapAABBSizes[(int)BoxFace.Right]  = new Vector3(overlapAmount, modelAABBSize.y + sizeEps, modelAABBSize.z + sizeEps);
            overlapAABBSizes[(int)BoxFace.Bottom] = new Vector3(modelAABBSize.x + sizeEps, overlapAmount, modelAABBSize.z + sizeEps);
            overlapAABBSizes[(int)BoxFace.Top]    = new Vector3(modelAABBSize.x + sizeEps, overlapAmount, modelAABBSize.z + sizeEps);
            overlapAABBSizes[(int)BoxFace.Back]   = new Vector3(modelAABBSize.x + sizeEps, modelAABBSize.y + sizeEps, overlapAmount);
            overlapAABBSizes[(int)BoxFace.Front]  = new Vector3(modelAABBSize.x + sizeEps, modelAABBSize.y + sizeEps, overlapAmount);

            var overlapAABBs = new List <AABB>();

            for (int boxFaceIndex = 0; boxFaceIndex < modelAABBFaces.Count; ++boxFaceIndex)
            {
                BoxFace modelAABBFace = modelAABBFaces[boxFaceIndex];
                Vector3 faceCenter    = BoxMath.CalcBoxFaceCenter(modelAABB.Center, modelAABB.Size, Quaternion.identity, modelAABBFace);
                Vector3 faceNormal    = BoxMath.CalcBoxFaceNormal(modelAABB.Center, modelAABB.Size, Quaternion.identity, modelAABBFace);
                Vector3 overlapCenter = faceCenter - faceNormal * halfOverlapAmount;
                overlapAABBs.Add(new AABB(overlapCenter, overlapAABBSizes[boxFaceIndex]));
            }

            return(overlapAABBs);
        }
Example #15
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);
        }
        public bool Initialize(GameObject gameObject)
        {
            if (gameObject == null || _gameObject != null)
            {
                return(false);
            }

            Mesh   mesh   = gameObject.GetMesh();
            Sprite sprite = gameObject.GetSprite();

            if (mesh == null && sprite == null)
            {
                return(false);
            }

            bool useMesh = true;

            if (mesh == null)
            {
                useMesh = false;
            }

            RTMesh rtMesh = null;

            if (useMesh)
            {
                Renderer meshRenderer = gameObject.GetMeshRenderer();
                if (meshRenderer == null || !meshRenderer.enabled)
                {
                    useMesh = false;
                }

                rtMesh = RTMeshDb.Get.GetRTMesh(mesh);
                if (rtMesh == null)
                {
                    useMesh = false;
                }
            }
            if (rtMesh == null && sprite == null)
            {
                return(false);
            }

            List <AABB> vertOverlapAABBs = BuildVertOverlapAABBs(gameObject, useMesh ? null : sprite, useMesh ? rtMesh : null);

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

            AABB modelAABB = useMesh ? rtMesh.AABB : ObjectBounds.CalcSpriteModelAABB(gameObject);
            var  aabbFaces = BoxMath.AllBoxFaces;

            _gameObject = gameObject;
            if (useMesh)
            {
                foreach (var aabbFace in aabbFaces)
                {
                    AABB           overlapAABB     = vertOverlapAABBs[(int)aabbFace];
                    List <Vector3> overlappedVerts = rtMesh.OverlapModelVerts(overlapAABB);
                    Plane          facePlane       = BoxMath.CalcBoxFacePlane(modelAABB.Center, modelAABB.Size, Quaternion.identity, aabbFace);
                    overlappedVerts = facePlane.ProjectAllPoints(overlappedVerts);
                    _snapAreaBounds[(int)aabbFace] = new AABB(overlappedVerts);
                    _snapAreaDesc[(int)aabbFace]   = BoxMath.GetBoxFaceAreaDesc(_snapAreaBounds[(int)aabbFace].Size, aabbFace);
                }
            }
            else
            {
                foreach (var aabbFace in aabbFaces)
                {
                    if (aabbFace != BoxFace.Front && aabbFace != BoxFace.Back)
                    {
                        AABB           overlapAABB     = vertOverlapAABBs[(int)aabbFace];
                        List <Vector3> overlappedVerts = ObjectVertexCollect.CollectModelSpriteVerts(sprite, overlapAABB);
                        Plane          facePlane       = BoxMath.CalcBoxFacePlane(modelAABB.Center, modelAABB.Size, Quaternion.identity, aabbFace);
                        overlappedVerts = facePlane.ProjectAllPoints(overlappedVerts);
                        _snapAreaBounds[(int)aabbFace] = new AABB(overlappedVerts);
                        _snapAreaDesc[(int)aabbFace]   = BoxMath.GetBoxFaceAreaDesc(_snapAreaBounds[(int)aabbFace].Size, aabbFace);
                    }
                    else
                    {
                        _snapAreaBounds[(int)aabbFace] = AABB.GetInvalid();
                        _snapAreaDesc[(int)aabbFace]   = BoxFaceAreaDesc.GetInvalid();
                    }
                }
            }

            return(true);
        }
 public List <Vector3> GetCornerPoints()
 {
     return(BoxMath.CalcBoxCornerPoints(_center, _size, _rotation));
 }
 public Vector3 GetClosestPoint(Vector3 point)
 {
     return(BoxMath.CalcBoxPtClosestToPt(point, _center, _size, _rotation));
 }
        public bool RaycastAll(Ray ray, SceneRaycastPrecision raycastPresicion, List <GameObjectRayHit> hits)
        {
            hits.Clear();
            if (!_objectTree.RaycastAll(ray, _nodeHitBuffer))
            {
                return(false);
            }

            var boundsQConfig = new ObjectBounds.QueryConfig();

            boundsQConfig.ObjectTypes  = GameObjectTypeHelper.AllCombined;
            boundsQConfig.NoVolumeSize = Vector3Ex.FromValue(_nonMeshObjectSize);

            Vector3 camLook = RTFocusCamera.Get.Look;

            if (raycastPresicion == SceneRaycastPrecision.BestFit)
            {
                foreach (var nodeHit in _nodeHitBuffer)
                {
                    GameObject sceneObject = nodeHit.HitNode.Data;
                    if (sceneObject == null || !sceneObject.activeInHierarchy)
                    {
                        continue;
                    }

                    Renderer renderer = sceneObject.GetComponent <Renderer>();
                    if (renderer != null && !renderer.isVisible)
                    {
                        continue;
                    }

                    GameObjectType objectType = sceneObject.GetGameObjectType();
                    if (objectType == GameObjectType.Mesh)
                    {
                        GameObjectRayHit objectHit = RaycastMeshObject(ray, sceneObject);
                        if (objectHit != null)
                        {
                            hits.Add(objectHit);
                        }
                    }
                    else
                    if (objectType == GameObjectType.Terrain)
                    {
                        TerrainCollider terrainCollider = sceneObject.GetComponent <TerrainCollider>();
                        if (terrainCollider != null)
                        {
                            RaycastHit hitInfo;
                            if (terrainCollider.Raycast(ray, out hitInfo, float.MaxValue))
                            {
                                hits.Add(new GameObjectRayHit(ray, hitInfo));
                            }
                        }
                    }
                    else
                    if (objectType == GameObjectType.Sprite)
                    {
                        GameObjectRayHit objectHit = RaycastSpriteObject(ray, sceneObject);
                        if (objectHit != null)
                        {
                            hits.Add(objectHit);
                        }
                    }
                    else
                    {
                        OBB worldOBB = ObjectBounds.CalcWorldOBB(sceneObject, boundsQConfig);
                        if (worldOBB.IsValid)
                        {
                            float t;
                            if (BoxMath.Raycast(ray, out t, worldOBB.Center, worldOBB.Size, worldOBB.Rotation))
                            {
                                var faceDesc = BoxMath.GetFaceClosestToPoint(ray.GetPoint(t), worldOBB.Center, worldOBB.Size, worldOBB.Rotation, camLook);
                                var hit      = new GameObjectRayHit(ray, sceneObject, faceDesc.Plane.normal, t);
                                hits.Add(hit);
                            }
                        }
                    }
                }
            }
            else
            if (raycastPresicion == SceneRaycastPrecision.Box)
            {
                foreach (var nodeHit in _nodeHitBuffer)
                {
                    GameObject sceneObject = nodeHit.HitNode.Data;
                    if (sceneObject == null || !sceneObject.activeInHierarchy)
                    {
                        continue;
                    }

                    Renderer renderer = sceneObject.GetComponent <Renderer>();
                    if (renderer != null && !renderer.isVisible)
                    {
                        continue;
                    }

                    OBB worldOBB = ObjectBounds.CalcWorldOBB(sceneObject, boundsQConfig);
                    if (worldOBB.IsValid)
                    {
                        float t;
                        if (BoxMath.Raycast(ray, out t, worldOBB.Center, worldOBB.Size, worldOBB.Rotation))
                        {
                            var faceDesc = BoxMath.GetFaceClosestToPoint(ray.GetPoint(t), worldOBB.Center, worldOBB.Size, worldOBB.Rotation, camLook);
                            var hit      = new GameObjectRayHit(ray, sceneObject, faceDesc.Plane.normal, t);
                            hits.Add(hit);
                        }
                    }
                }
            }

            return(hits.Count != 0);
        }
Example #20
0
        public void SetFaceCenter(BoxFace boxFace, Vector3 newCenter)
        {
            Vector3 currentFaceCenter = BoxMath.CalcBoxFaceCenter(_center, _size, _rotation, boxFace);

            Center = newCenter + (_center - currentFaceCenter);
        }
Example #21
0
 public override bool Raycast(Ray ray, out float t)
 {
     return(BoxMath.Raycast(ray, out t, _center, _size, _rotation, _epsilon));
 }
        public static SnapResult SnapHierarchy(GameObject root, SnapConfig snapConfig)
        {
            const float collectEps      = 1e-2f;
            const float collectBoxScale = 1e-3f;

            bool hierarchyHasMeshes  = root.HierarchyHasMesh();
            bool hierarchyHasSprites = root.HierarchyHasSprite();

            if (!hierarchyHasMeshes && !hierarchyHasSprites)
            {
                Transform rootTransform = root.transform;
                rootTransform.position = snapConfig.SurfaceHitPlane.ProjectPoint(rootTransform.position) + snapConfig.OffsetFromSurface * snapConfig.SurfaceHitNormal;
                return(new SnapResult(snapConfig.SurfaceHitPlane, rootTransform.position));
            }

            var boundsQConfig = new ObjectBounds.QueryConfig();

            boundsQConfig.ObjectTypes = GameObjectType.Sprite | GameObjectType.Mesh;

            bool isSurfaceSpherical    = snapConfig.SurfaceType == Type.SphericalMesh;
            bool isSurfaceTerrain      = snapConfig.SurfaceType == Type.UnityTerrain || snapConfig.SurfaceType == Type.TerrainMesh;
            bool isSurfaceUnityTerrain = snapConfig.SurfaceType == Type.UnityTerrain;

            var raycaster = CreateSurfaceRaycaster(snapConfig.SurfaceType, snapConfig.SurfaceObject, true);

            if (snapConfig.SurfaceType != Type.SceneGrid)
            {
                Transform rootTransform = root.transform;
                if (snapConfig.AlignAxis)
                {
                    if (isSurfaceTerrain)
                    {
                        rootTransform.Align(Vector3.up, snapConfig.AlignmentAxis);

                        OBB hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);
                        if (!hierarchyOBB.IsValid)
                        {
                            return(new SnapResult());
                        }

                        BoxFace pivotFace      = BoxMath.GetMostAlignedFace(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, -Vector3.up);
                        var     collectedVerts = ObjectVertexCollect.CollectHierarchyVerts(root, pivotFace, collectBoxScale, collectEps);

                        if (collectedVerts.Count != 0)
                        {
                            Vector3          vertsCenter = Vector3Ex.GetPointCloudCenter(collectedVerts);
                            Ray              ray         = new Ray(vertsCenter + Vector3.up * 1e-3f, -Vector3.up);
                            GameObjectRayHit surfaceHit  = raycaster.Raycast(ray);

                            if (surfaceHit != null)
                            {
                                Vector3 alignmentAxis = surfaceHit.HitNormal;
                                if (isSurfaceUnityTerrain)
                                {
                                    Terrain terrain = snapConfig.SurfaceObject.GetComponent <Terrain>();
                                    alignmentAxis = terrain.GetInterpolatedNormal(surfaceHit.HitPoint);
                                }
                                Quaternion appliedRotation = rootTransform.Align(alignmentAxis, snapConfig.AlignmentAxis);

                                hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);
                                appliedRotation.RotatePoints(collectedVerts, rootTransform.position);

                                Vector3 sitOnPlaneOffset = ObjectSurfaceSnap.CalculateSitOnSurfaceOffset(hierarchyOBB, new Plane(Vector3.up, surfaceHit.HitPoint), 0.1f);
                                rootTransform.position += sitOnPlaneOffset;
                                hierarchyOBB.Center    += sitOnPlaneOffset;
                                Vector3Ex.OffsetPoints(collectedVerts, sitOnPlaneOffset);

                                Vector3 embedVector = ObjectSurfaceSnap.CalculateEmbedVector(collectedVerts, snapConfig.SurfaceObject, -Vector3.up, snapConfig.SurfaceType);
                                rootTransform.position += (embedVector + alignmentAxis * snapConfig.OffsetFromSurface);
                                return(new SnapResult(new Plane(alignmentAxis, surfaceHit.HitPoint), surfaceHit.HitPoint));
                            }
                        }
                    }
                    else
                    {
                        if (!isSurfaceSpherical)
                        {
                            rootTransform.Align(snapConfig.SurfaceHitNormal, snapConfig.AlignmentAxis);
                            OBB hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);
                            if (!hierarchyOBB.IsValid)
                            {
                                return(new SnapResult());
                            }

                            BoxFace pivotFace      = BoxMath.GetMostAlignedFace(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, -snapConfig.SurfaceHitNormal);
                            var     collectedVerts = ObjectVertexCollect.CollectHierarchyVerts(root, pivotFace, collectBoxScale, collectEps);

                            if (collectedVerts.Count != 0)
                            {
                                Vector3 vertsCenter = Vector3Ex.GetPointCloudCenter(collectedVerts);

                                // Note: Cast the ray from far away enough so that we don't cast from the interior of the mesh.
                                //       This can happen when the object is embedded inside the mesh surface.
                                AABB    surfaceAABB  = ObjectBounds.CalcMeshWorldAABB(snapConfig.SurfaceObject);
                                float   sphereRadius = surfaceAABB.Extents.magnitude;
                                Vector3 rayOrigin    = vertsCenter + snapConfig.SurfaceHitNormal * sphereRadius;

                                Ray ray = new Ray(rayOrigin, -snapConfig.SurfaceHitNormal);
                                GameObjectRayHit surfaceHit = raycaster.Raycast(ray);

                                if (surfaceHit != null)
                                {
                                    Vector3 alignmentAxis = surfaceHit.HitNormal;
                                    rootTransform.Align(alignmentAxis, snapConfig.AlignmentAxis);
                                    hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);

                                    Vector3 sitOnPlaneOffset = ObjectSurfaceSnap.CalculateSitOnSurfaceOffset(hierarchyOBB, surfaceHit.HitPlane, 0.0f);
                                    rootTransform.position += sitOnPlaneOffset;
                                    rootTransform.position += alignmentAxis * snapConfig.OffsetFromSurface;
                                    return(new SnapResult(new Plane(alignmentAxis, surfaceHit.HitPoint), surfaceHit.HitPoint));
                                }
                                else
                                {
                                    Vector3 alignmentAxis = snapConfig.SurfaceHitNormal;
                                    rootTransform.Align(alignmentAxis, snapConfig.AlignmentAxis);
                                    hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);

                                    Vector3 sitOnPlaneOffset = ObjectSurfaceSnap.CalculateSitOnSurfaceOffset(hierarchyOBB, snapConfig.SurfaceHitPlane, 0.0f);
                                    rootTransform.position += sitOnPlaneOffset;
                                    rootTransform.position += alignmentAxis * snapConfig.OffsetFromSurface;
                                    return(new SnapResult(snapConfig.SurfaceHitPlane, snapConfig.SurfaceHitPlane.ProjectPoint(vertsCenter)));
                                }
                            }
                        }
                        else
                        {
                            Transform surfaceObjectTransform = snapConfig.SurfaceObject.transform;
                            Vector3   sphereCenter           = surfaceObjectTransform.position;
                            Vector3   radiusDir    = (rootTransform.position - sphereCenter).normalized;
                            float     sphereRadius = surfaceObjectTransform.lossyScale.GetMaxAbsComp() * 0.5f;

                            rootTransform.Align(radiusDir, snapConfig.AlignmentAxis);
                            OBB hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);
                            if (!hierarchyOBB.IsValid)
                            {
                                return(new SnapResult());
                            }

                            BoxFace pivotFace      = BoxMath.GetMostAlignedFace(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, -radiusDir);
                            var     collectedVerts = ObjectVertexCollect.CollectHierarchyVerts(root, pivotFace, collectBoxScale, collectEps);

                            Vector3 sitPoint         = sphereCenter + radiusDir * sphereRadius;
                            Plane   sitPlane         = new Plane(radiusDir, sitPoint);
                            Vector3 sitOnPlaneOffset = ObjectSurfaceSnap.CalculateSitOnSurfaceOffset(hierarchyOBB, sitPlane, 0.0f);

                            rootTransform.position += sitOnPlaneOffset;
                            hierarchyOBB.Center    += sitOnPlaneOffset;
                            Vector3Ex.OffsetPoints(collectedVerts, sitOnPlaneOffset);

                            rootTransform.position += radiusDir * snapConfig.OffsetFromSurface;
                            return(new SnapResult(sitPlane, sitPoint));
                        }
                    }
                }
                else
                {
                    OBB hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);
                    if (!hierarchyOBB.IsValid)
                    {
                        return(new SnapResult());
                    }

                    if (isSurfaceTerrain || (!isSurfaceSpherical && snapConfig.SurfaceType == Type.Mesh))
                    {
                        Ray ray = new Ray(hierarchyOBB.Center, isSurfaceTerrain ? -Vector3.up : -snapConfig.SurfaceHitNormal);
                        GameObjectRayHit surfaceHit = raycaster.Raycast(ray);
                        if (surfaceHit != null)
                        {
                            Vector3 sitOnPlaneOffset = ObjectSurfaceSnap.CalculateSitOnSurfaceOffset(hierarchyOBB, surfaceHit.HitPlane, 0.0f);
                            rootTransform.position += sitOnPlaneOffset;

                            if (isSurfaceTerrain)
                            {
                                hierarchyOBB.Center += sitOnPlaneOffset;
                                BoxFace pivotFace      = BoxMath.GetMostAlignedFace(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, -surfaceHit.HitNormal);
                                var     collectedVerts = ObjectVertexCollect.CollectHierarchyVerts(root, pivotFace, collectBoxScale, collectEps);

                                Vector3 embedVector = ObjectSurfaceSnap.CalculateEmbedVector(collectedVerts, snapConfig.SurfaceObject, -Vector3.up, snapConfig.SurfaceType);
                                rootTransform.position += embedVector;
                            }

                            rootTransform.position += surfaceHit.HitNormal * snapConfig.OffsetFromSurface;
                            return(new SnapResult(surfaceHit.HitPlane, surfaceHit.HitPoint));
                        }
                        else
                        if (!isSurfaceSpherical && snapConfig.SurfaceType == Type.Mesh)
                        {
                            Vector3 sitOnPlaneOffset = ObjectSurfaceSnap.CalculateSitOnSurfaceOffset(hierarchyOBB, snapConfig.SurfaceHitPlane, 0.0f);
                            rootTransform.position += sitOnPlaneOffset;
                            rootTransform.position += snapConfig.SurfaceHitNormal * snapConfig.OffsetFromSurface;
                            return(new SnapResult(snapConfig.SurfaceHitPlane, snapConfig.SurfaceHitPlane.ProjectPoint(hierarchyOBB.Center)));
                        }
                    }
                    else
                    if (isSurfaceSpherical)
                    {
                        Transform surfaceObjectTransform = snapConfig.SurfaceObject.transform;
                        Vector3   sphereCenter           = surfaceObjectTransform.position;
                        Vector3   radiusDir    = (rootTransform.position - sphereCenter).normalized;
                        float     sphereRadius = surfaceObjectTransform.lossyScale.GetMaxAbsComp() * 0.5f;

                        BoxFace pivotFace      = BoxMath.GetMostAlignedFace(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, -radiusDir);
                        var     collectedVerts = ObjectVertexCollect.CollectHierarchyVerts(root, pivotFace, collectBoxScale, collectEps);

                        Vector3 sitPoint         = sphereCenter + radiusDir * sphereRadius;
                        Plane   sitPlane         = new Plane(radiusDir, sitPoint);
                        Vector3 sitOnPlaneOffset = ObjectSurfaceSnap.CalculateSitOnSurfaceOffset(hierarchyOBB, sitPlane, 0.0f);

                        rootTransform.position += sitOnPlaneOffset;
                        hierarchyOBB.Center    += sitOnPlaneOffset;
                        Vector3Ex.OffsetPoints(collectedVerts, sitOnPlaneOffset);

                        rootTransform.position += radiusDir * snapConfig.OffsetFromSurface;
                        return(new SnapResult(sitPlane, sitPoint));
                    }
                }
            }
            if (snapConfig.SurfaceType == Type.SceneGrid)
            {
                OBB hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);
                if (!hierarchyOBB.IsValid)
                {
                    return(new SnapResult());
                }

                Transform rootTransform = root.transform;
                if (snapConfig.AlignAxis)
                {
                    rootTransform.Align(snapConfig.SurfaceHitNormal, snapConfig.AlignmentAxis);
                    hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);
                }

                rootTransform.position += ObjectSurfaceSnap.CalculateSitOnSurfaceOffset(hierarchyOBB, snapConfig.SurfaceHitPlane, snapConfig.OffsetFromSurface);
                return(new SnapResult(snapConfig.SurfaceHitPlane, snapConfig.SurfaceHitPlane.ProjectPoint(hierarchyOBB.Center)));
            }

            return(new SnapResult());
        }
        public static bool Raycast(Ray ray, out float t, Vector3 coneBaseCenter, float coneBaseRadius, float coneHeight, Quaternion coneRotation, ConeEpsilon epsilon = new ConeEpsilon())
        {
            t = 0.0f;
            Ray coneSpaceRay = ray.InverseTransform(Matrix4x4.TRS(coneBaseCenter, coneRotation, Vector3.one));

            float   xzAABBSize = coneBaseRadius * 2.0f;
            Vector3 aabbSize   = new Vector3(xzAABBSize, coneHeight + epsilon.VertEps * 2.0f, xzAABBSize);

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

            // We will first perform a preliminary check to see if the ray intersects the bottom cap of the cone.
            // This is necessary because the cone equation views the cone as infinite (i.e. no bottom cap), and
            // if we didn't perform this check, we would never be able to tell when the bottom cap was hit.
            float rayEnter;
            Plane bottomCapPlane = new Plane(-Vector3.up, Vector3.zero);

            if (bottomCapPlane.Raycast(coneSpaceRay, out rayEnter))
            {
                // If the ray intersects the plane of the bottom cap, we will calculate the intersection point
                // and if it lies inside the cone's bottom cap area, it means we have a valid intersection. We
                // store the t value and then return true.
                Vector3 intersectionPoint = coneSpaceRay.origin + coneSpaceRay.direction * rayEnter;
                if (intersectionPoint.magnitude <= coneBaseRadius)
                {
                    t = rayEnter;
                    return(true);
                }
            }

            // We need this for the calculation of the quadratic coefficients
            float ratioSquared = coneBaseRadius / coneHeight;

            ratioSquared *= ratioSquared;

            // Calculate the coefficients.
            // Note: The cone equation which was used is: (X^2 + Z^2) / ratioSquared = (Y - coneHeight)^2.
            //       Where X, Y and Z are the coordinates of the point along the ray: (Origin + Direction * t).xyz
            float a = coneSpaceRay.direction.x * coneSpaceRay.direction.x + coneSpaceRay.direction.z * coneSpaceRay.direction.z - ratioSquared * coneSpaceRay.direction.y * coneSpaceRay.direction.y;
            float b = 2.0f * (coneSpaceRay.origin.x * coneSpaceRay.direction.x + coneSpaceRay.origin.z * coneSpaceRay.direction.z - ratioSquared * coneSpaceRay.direction.y * (coneSpaceRay.origin.y - coneHeight));
            float c = coneSpaceRay.origin.x * coneSpaceRay.origin.x + coneSpaceRay.origin.z * coneSpaceRay.origin.z - ratioSquared * (coneSpaceRay.origin.y - coneHeight) * (coneSpaceRay.origin.y - coneHeight);

            // The intersection happnes only if the quadratic equation has solutions
            float t1, t2;

            if (MathEx.SolveQuadratic(a, b, c, out t1, out t2))
            {
                // Make sure the ray does not intersect the cone only from behind
                if (t1 < 0.0f && t2 < 0.0f)
                {
                    return(false);
                }

                // Make sure we are using the smallest positive t value
                if (t1 < 0.0f)
                {
                    float temp = t1;
                    t1 = t2;
                    t2 = temp;
                }
                t = t1;

                // Make sure the intersection point does not sit below the cone's bottom cap or above the cone's cap
                Vector3 intersectionPoint = coneSpaceRay.origin + coneSpaceRay.direction * t;
                if (intersectionPoint.y < -epsilon.VertEps || intersectionPoint.y > coneHeight + epsilon.VertEps)
                {
                    t = 0.0f;
                    return(false);
                }

                // The intersection point is valid
                return(true);
            }

            // If we reached this point, it means the ray does not intersect the cone in any way
            return(false);
        }
        public static List <Vector3> CollectHierarchyVerts(GameObject root, BoxFace collectFace, float collectBoxScale, float collectEps)
        {
            var meshObjects   = root.GetMeshObjectsInHierarchy();
            var spriteObjects = root.GetSpriteObjectsInHierarchy();

            if (meshObjects.Count == 0 && spriteObjects.Count == 0)
            {
                return(new List <Vector3>());
            }

            var boundsQConfig = new ObjectBounds.QueryConfig();

            boundsQConfig.ObjectTypes = GameObjectType.Mesh | GameObjectType.Sprite;

            OBB hierarchyOBB = ObjectBounds.CalcHierarchyWorldOBB(root, boundsQConfig);

            if (!hierarchyOBB.IsValid)
            {
                return(new List <Vector3>());
            }

            int     faceAxisIndex = BoxMath.GetFaceAxisIndex(collectFace);
            Vector3 faceCenter    = BoxMath.CalcBoxFaceCenter(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, collectFace);
            Vector3 faceNormal    = BoxMath.CalcBoxFaceNormal(hierarchyOBB.Center, hierarchyOBB.Size, hierarchyOBB.Rotation, collectFace);

            float   sizeEps         = collectEps * 2.0f;
            Vector3 collectAABBSize = hierarchyOBB.Size;

            collectAABBSize[faceAxisIndex]            = (hierarchyOBB.Size[faceAxisIndex] * collectBoxScale) + sizeEps;
            collectAABBSize[(faceAxisIndex + 1) % 3] += sizeEps;
            collectAABBSize[(faceAxisIndex + 2) % 3] += sizeEps;

            OBB collectOBB = new OBB(faceCenter + faceNormal * (-collectAABBSize[faceAxisIndex] * 0.5f + collectEps), collectAABBSize);

            collectOBB.Rotation = hierarchyOBB.Rotation;

            var collectedVerts = new List <Vector3>(80);

            foreach (var meshObject in meshObjects)
            {
                Mesh   mesh   = meshObject.GetMesh();
                RTMesh rtMesh = RTMeshDb.Get.GetRTMesh(mesh);
                if (rtMesh == null)
                {
                    continue;
                }

                var verts = rtMesh.OverlapVerts(collectOBB, meshObject.transform);
                if (verts.Count != 0)
                {
                    collectedVerts.AddRange(verts);
                }
            }

            foreach (var spriteObject in spriteObjects)
            {
                var verts = CollectWorldSpriteVerts(spriteObject.GetSprite(), spriteObject.transform, collectOBB);
                if (verts.Count != 0)
                {
                    collectedVerts.AddRange(verts);
                }
            }

            return(collectedVerts);
        }
 public bool ContainsPoint(Vector3 point)
 {
     return(BoxMath.ContainsPoint(point, _center, _size, Quaternion.identity));
 }
 public bool IntersectsOBB(OBB otherOBB)
 {
     return(BoxMath.BoxIntersectsBox(_center, _size, _rotation, otherOBB.Center, otherOBB.Size, otherOBB.Rotation));
 }
 public List <Vector3> GetCornerPoints()
 {
     return(BoxMath.CalcBoxCornerPoints(_center, _size, Quaternion.identity));
 }
Example #28
0
 public Vector3 GetFaceCenter(BoxFace boxFace)
 {
     return(BoxMath.CalcBoxFaceCenter(_center, _size, _rotation, boxFace));
 }
 public void Transform(Matrix4x4 transformMatrix)
 {
     BoxMath.TransformBox(_center, _size, transformMatrix, out _center, out _size);
 }
Example #30
0
 public bool ContainsPoint(Vector3 point)
 {
     return(BoxMath.ContainsPoint(point, _center, _size, _rotation, _epsilon));
 }