Exemple #1
0
        public bool IntersectsMesh(TransformMatrix thisTransform, Octave3DMesh otherMesh, TransformMatrix otherTransform)
        {
            OrientedBox thisOOBB = new OrientedBox(ModelAABB);

            thisOOBB.Transform(thisTransform);
            OrientedBox otherOOBB = new OrientedBox(otherMesh.ModelAABB);

            otherOOBB.Transform(otherTransform);

            if (!thisOOBB.Intersects(otherOOBB))
            {
                return(false);
            }

            List <Triangle3D> thisTriangles = GetOverlappedTriangles(otherOOBB, thisTransform);

            for (int thisTriIndex = 0; thisTriIndex < thisTriangles.Count; ++thisTriIndex)
            {
                Triangle3D        thisTri        = thisTriangles[thisTriIndex];
                OrientedBox       thisTriOOBB    = new OrientedBox(thisTri.GetEncapsulatingBox());
                List <Triangle3D> otherTriangles = otherMesh.GetOverlappedTriangles(thisTriOOBB, otherTransform);
                for (int otherTriIndex = 0; otherTriIndex < otherTriangles.Count; ++otherTriIndex)
                {
                    Triangle3D otherTri = otherTriangles[otherTriIndex];
                    if (thisTri.IntersectsTriangle(otherTri))
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
        /// <summary>
        /// Performs a raycast and returns a list of hits for all objects whose meshes
        /// are intersected by the specified ray.
        /// </summary>
        public List <GameObjectRayHit> RaycastAllMesh(Ray ray)
        {
            // First, we will gather the objects whos boxes are intersected by the ray. If
            // no such objects exist, we will return an empty list.
            List <GameObjectRayHit> allBoxHits = RaycastAllBox(ray);

            if (allBoxHits.Count == 0)
            {
                return(new List <GameObjectRayHit>());
            }

            // Now we will loop through all these objects and identify the ones whose meshes
            // are hit by the ray.
            var allMeshObjectHits = new List <GameObjectRayHit>(allBoxHits.Count);
            Octave3DMeshDatabase octave3DMeshDatabase = Octave3DMeshDatabase.Get();

            foreach (var boxHit in allBoxHits)
            {
                // Store the object for easy access
                GameObject hitObject = boxHit.HitObject;
                if (hitObject == null)
                {
                    continue;
                }
                if (!hitObject.activeInHierarchy)
                {
                    continue;
                }

                Renderer renderer = hitObject.GetComponent <Renderer>();
                if (!renderer.enabled)
                {
                    continue;
                }

                // Store the object's mesh. If the object doesn't have a mesh, we will ignore it
                Mesh objectMesh = hitObject.GetMeshFromFilterOrSkinnedMeshRenderer();
                if (objectMesh == null)
                {
                    continue;
                }

                // Check if the ray intersects the mesh
                Octave3DMesh octave3DMesh = octave3DMeshDatabase.GetOctave3DMesh(objectMesh);
                MeshRayHit   meshRayHit   = octave3DMesh.Raycast(ray, hitObject.transform.GetWorldMatrix());

                // If the mesh was hit by the ray, we will store the hit info inside the output array
                if (meshRayHit != null)
                {
                    allMeshObjectHits.Add(new GameObjectRayHit(ray, hitObject, null, meshRayHit, null, null));
                }
            }

            return(allMeshObjectHits);
        }
        public bool ObjectMeshIntersectsAnyMesh(Octave3DMesh octave3DQueryMesh, TransformMatrix worldMatrix, HashSet <GameObject> ignoreObjects)
        {
            if (ignoreObjects == null)
            {
                ignoreObjects = new HashSet <GameObject>();
            }
            OrientedBox queryMeshOOBB = octave3DQueryMesh.GetOOBB(worldMatrix);

            if (queryMeshOOBB.IsInvalid())
            {
                return(false);
            }

            List <SphereTreeNode <GameObject> > allOverlappedNodes = _sphereTree.OverlapBox(queryMeshOOBB);

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

            var overlappedObjects = new List <GameObject>();

            foreach (SphereTreeNode <GameObject> node in allOverlappedNodes)
            {
                GameObject gameObject = node.Data;
                if (gameObject == null)
                {
                    continue;
                }
                if (!gameObject.activeSelf)
                {
                    continue;
                }
                if (ignoreObjects.Contains(gameObject))
                {
                    continue;
                }

                Mesh objectMesh = gameObject.GetMeshFromFilterOrSkinnedMeshRenderer();
                if (objectMesh != null)
                {
                    Octave3DMesh octave3DMesh = Octave3DMeshDatabase.Get().GetOctave3DMesh(objectMesh);
                    if (octave3DMesh != null)
                    {
                        if (octave3DQueryMesh.IntersectsMesh(worldMatrix, octave3DMesh, gameObject.transform.GetWorldMatrix()))
                        {
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }
Exemple #4
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        public MeshRayHit(Ray ray, float hitEnter, Octave3DMesh hitMesh, int hitTriangleIndex, Vector3 hitPoint, Vector3 hitNormal, TransformMatrix meshTransformMatrix)
        {
            _ray              = ray;
            _hitEnter         = hitEnter;
            _hitMesh          = hitMesh;
            _hitCollider      = new Octave3DMeshCollider(_hitMesh, meshTransformMatrix);
            _hitTraingleIndex = hitTriangleIndex;
            _hitPoint         = hitPoint;

            _hitNormal = hitNormal;
            _hitNormal.Normalize();
        }
Exemple #5
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        public bool ObjectMeshIntersectsAnyMesh(GameObject queryMeshObject, TransformMatrix worldMatrix, List <GameObject> ignoreObjects)
        {
            if (ignoreObjects == null)
            {
                ignoreObjects = new List <GameObject>();
            }

            Octave3DMesh octave3DMesh = queryMeshObject.GetOctave3DMesh();

            if (octave3DMesh == null)
            {
                return(false);
            }

            return(_gameObjectSphereTree.ObjectMeshIntersectsAnyMesh(octave3DMesh, worldMatrix, new HashSet <GameObject>(ignoreObjects)));
        }
        public static Object2ObjectBoxSnapData Create(GameObject meshObject)
        {
            if (meshObject == null)
            {
                return(null);
            }

            Mesh objectMesh = meshObject.GetMeshFromFilterOrSkinnedMeshRenderer();

            if (objectMesh == null)
            {
                return(null);
            }

            Renderer renderer = meshObject.GetRenderer();

            if (renderer == null || !renderer.enabled)
            {
                return(null);
            }

            Octave3DMesh octaveMesh = Octave3DMeshDatabase.Get().GetOctave3DMesh(objectMesh);

            if (octaveMesh == null)
            {
                return(null);
            }

            List <Box> modelVertOverlapBoxes = BuildModelVertOverlapBoxes(octaveMesh);
            var        snapBoxIDs            = Object2ObjectBoxSnapData.GetAllSnapBoxIDs();
            var        modelSnapBoxes        = new List <Box>(snapBoxIDs.Length);
            Box        modelMeshBox          = octaveMesh.ModelAABB;

            BoxFace[] meshBoxFaces = Object2ObjectBoxSnapData.GetBoxFaceToSnapBoxIDMap();
            foreach (var snapBox in snapBoxIDs)
            {
                Box            overlapBox      = modelVertOverlapBoxes[(int)snapBox];
                List <Vector3> overlappedVerts = octaveMesh.GetOverlappedModelVerts(overlapBox);
                Plane          meshFacePlane   = modelMeshBox.GetBoxFacePlane(meshBoxFaces[(int)snapBox]);
                overlappedVerts = meshFacePlane.ProjectAllPoints(overlappedVerts);

                modelSnapBoxes.Add(Box.FromPoints(overlappedVerts));
            }

            return(new Object2ObjectBoxSnapData(meshObject, modelSnapBoxes));
        }
        private static List <Box> BuildModelVertOverlapBoxes(Octave3DMesh octaveMesh)
        {
            const float overlapAmount     = 0.2f;
            float       halfOverlapAmount = overlapAmount * 0.5f;
            Box         modelMeshBox      = octaveMesh.ModelAABB;
            Vector3     meshBoxSize       = modelMeshBox.Size;

            BoxFace[] meshBoxFaces = Object2ObjectBoxSnapData.GetBoxFaceToSnapBoxIDMap();

            // Must have 1 to 1 mapping with Object2ObjectBoxSnapData.SnapBox enum
            const float sizeEps = 0.001f;

            Vector3[] overlapBoxSizes = new Vector3[]
            {
                // Left and right
                new Vector3(overlapAmount, meshBoxSize.y + sizeEps, meshBoxSize.z + sizeEps),
                new Vector3(overlapAmount, meshBoxSize.y + sizeEps, meshBoxSize.z + sizeEps),

                // Bottom and top
                new Vector3(meshBoxSize.x + sizeEps, overlapAmount, meshBoxSize.z + sizeEps),
                new Vector3(meshBoxSize.x + sizeEps, overlapAmount, meshBoxSize.z + sizeEps),

                // Back and front
                new Vector3(meshBoxSize.x + sizeEps, meshBoxSize.y + sizeEps, overlapAmount),
                new Vector3(meshBoxSize.x + sizeEps, meshBoxSize.y + sizeEps, overlapAmount),
            };

            var overlapBoxes = new List <Box>();

            for (int boxFaceIndex = 0; boxFaceIndex < meshBoxFaces.Length; ++boxFaceIndex)
            {
                BoxFace meshBoxFace   = meshBoxFaces[boxFaceIndex];
                Vector3 faceCenter    = modelMeshBox.GetBoxFaceCenter(meshBoxFace);
                Vector3 faceNormal    = modelMeshBox.GetBoxFacePlane(meshBoxFace).normal;
                Vector3 overlapCenter = faceCenter - faceNormal * halfOverlapAmount;
                overlapBoxes.Add(new Box(overlapCenter, overlapBoxSizes[boxFaceIndex]));
            }

            return(overlapBoxes);
        }
Exemple #8
0
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="octave3DMesh">
 /// The mesh associated with the tree.
 /// </param>
 public MeshSphereTree(Octave3DMesh octave3DMesh)
 {
     _octave3DMesh = octave3DMesh;
     _sphereTree   = new SphereTree <MeshSphereTreeTriangle>(2);
 }
Exemple #9
0
        public List <Triangle3DIntersectInfo> GetIntersectingTriangles(TransformMatrix thisTransform, Octave3DMesh otherMesh, TransformMatrix otherTransform)
        {
            OrientedBox thisOOBB = new OrientedBox(ModelAABB);

            thisOOBB.Transform(thisTransform);
            OrientedBox otherOOBB = new OrientedBox(otherMesh.ModelAABB);

            otherOOBB.Transform(otherTransform);

            if (thisOOBB.Intersects(otherOOBB))
            {
                List <Triangle3D> thisTriangles = GetOverlappedTriangles(otherOOBB, thisTransform);

                var output = new List <Triangle3DIntersectInfo>(50);
                Triangle3DIntersectInfo intersectInfo;
                for (int thisTriIndex = 0; thisTriIndex < thisTriangles.Count; ++thisTriIndex)
                {
                    Triangle3D thisTri = thisTriangles[thisTriIndex];

                    OrientedBox       thisTriOOBB    = new OrientedBox(thisTri.GetEncapsulatingBox());
                    List <Triangle3D> otherTriangles = otherMesh.GetOverlappedTriangles(thisTriOOBB, otherTransform);

                    for (int otherTriIndex = 0; otherTriIndex < otherTriangles.Count; ++otherTriIndex)
                    {
                        Triangle3D otherTri = otherTriangles[otherTriIndex];
                        if (thisTri.IntersectsTriangle(otherTri, out intersectInfo))
                        {
                            output.Add(intersectInfo);
                        }
                    }
                }

                return(output);
            }
            else
            {
                return(new List <Triangle3DIntersectInfo>());
            }
        }
Exemple #10
0
        public void SnapHierarchyToNearbyObjects(GameObject hierarchyRoot, ProjectedBoxFacePivotPoints projectedBoxFacePivotPoints)
        {
            Vector3 chosenSnapDestination = Vector3.zero, chosenSnapPivot = Vector3.zero;
            float   minDistance = float.MaxValue;
            float   snapEpsilon = Settings.ObjectToObjectSnapEpsilon;

            // Snapping will only work if there is at least one mesh object in the hierarchy or at least one sprite renderer
            // with a valid sprite. So we will first get that out of the way. If this condition is not met, we will just return.
            List <GameObject> meshObjectsInHierarchy   = hierarchyRoot.GetHierarchyObjectsWithMesh();
            List <GameObject> spriteObjectsInHierarchy = hierarchyRoot.GetHierarchyObjectsWithSprites();

            if (meshObjectsInHierarchy.Count == 0 && spriteObjectsInHierarchy.Count == 0)
            {
                return;
            }

            // When snapping, we will need to collect the nearby snap destination points (e.g. vertices or box corner points).
            // In order to do this we will perform an overlap test using the hierarchy's world box. The size of the box is
            // increased by 'snapEpsilon' on all axes to account for the snap espilon.
            Box hierarchyWorldBox = hierarchyRoot.GetHierarchyWorldBox();

            if (!hierarchyWorldBox.IsValid())
            {
                return;
            }
            Box hierarchyQueryBox = hierarchyWorldBox;

            hierarchyQueryBox.Size = hierarchyQueryBox.Size + Vector3.one * snapEpsilon;

            // Acquire the nearby objects that contain the possible snap destination points
            List <GameObject> nearbyObjects = Octave3DScene.Get().OverlapBox(hierarchyQueryBox);

            if (nearbyObjects.Count == 0)
            {
                return;
            }

            // If the user chose vertex snapping, we will only continue if we have at least one mesh in our hierarchy.
            // Otherwise we will resort to box snapping.
            if (Settings.ObjectToObjectSnapMode == ObjectToObjectSnapMode.Vertex && meshObjectsInHierarchy.Count != 0)
            {
                foreach (GameObject gameObject in nearbyObjects)
                {
                    Box objectWorldBox = Box.GetInvalid();

                    // We will first attempt to retrieve the mesh's world box
                    Mesh objectMesh    = gameObject.GetMeshFromFilterOrSkinnedMeshRenderer();
                    bool objectHasMesh = objectMesh != null;

                    Octave3DMesh objectOctave3DMesh = Octave3DMeshDatabase.Get().GetOctave3DMesh(objectMesh);
                    if (objectOctave3DMesh == null)
                    {
                        objectHasMesh = false;
                    }
                    if (objectHasMesh)
                    {
                        objectWorldBox = gameObject.GetMeshWorldBox();
                    }

                    // If the world box is still invalid, we will acquire the object's sprite world box.
                    if (objectWorldBox.IsInvalid())
                    {
                        if (gameObject.HasSpriteRendererWithSprite())
                        {
                            objectWorldBox = gameObject.GetNonMeshWorldBox();
                        }
                    }

                    // If at this point the box is still invalid, it most likely means that the object doesn't have
                    // a mesh or a sprite attached to it, so we will go on to the next iteration of the loop.
                    if (objectWorldBox.IsInvalid())
                    {
                        continue;
                    }

                    Box objectQueryBox = objectWorldBox;
                    objectQueryBox.Size += Vector3.one * snapEpsilon;

                    // At this point, we have a valid world box, but we need to check if it comes from a mesh or from
                    // a sprite. If it's from a mesh, we will perform the vertex-to-vertex snap. Otherwise, we will
                    // snap the vertices of all meshes in our hierarchy to the corner points of the sprite.
                    if (objectHasMesh)
                    {
                        // Detect the object vertices which are overlapped by the hierarchy box
                        List <Vector3> objectOverlappedVerts = objectOctave3DMesh.GetOverlappedWorldVerts(hierarchyQueryBox, gameObject.transform.GetWorldMatrix());

                        // Loop through all meshes in the hierarchy
                        foreach (var meshObjInHierarchy in meshObjectsInHierarchy)
                        {
                            Mesh hierarchyMesh = meshObjInHierarchy.GetMeshFromFilterOrSkinnedMeshRenderer();
                            if (hierarchyMesh == null)
                            {
                                continue;
                            }

                            Octave3DMesh hierarchyOctave3DMesh = Octave3DMeshDatabase.Get().GetOctave3DMesh(hierarchyMesh);
                            if (hierarchyOctave3DMesh == null)
                            {
                                continue;
                            }

                            // Detect all vertices inside the mesh which are overlapped by the object's box (inverse operation of what we performed in the
                            // beginning). The idea is to collect all source vertices that could pottentially intersect with each other.
                            List <Vector3> hierarchyMeshOverlappedVerts = hierarchyOctave3DMesh.GetOverlappedWorldVerts(objectQueryBox, meshObjInHierarchy.transform.GetWorldMatrix());
                            foreach (Vector3 hierarchyVertex in hierarchyMeshOverlappedVerts)
                            {
                                foreach (Vector3 objectVertex in objectOverlappedVerts)
                                {
                                    float distance = (hierarchyVertex - objectVertex).magnitude;
                                    if (distance < minDistance)
                                    {
                                        minDistance           = distance;
                                        chosenSnapDestination = objectVertex;
                                        chosenSnapPivot       = hierarchyVertex;
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        List <Vector3> spriteWorldCornerPoints = objectWorldBox.GetCornerPoints();
                        foreach (var meshObjInHierarchy in meshObjectsInHierarchy)
                        {
                            Mesh hierarchyMesh = meshObjInHierarchy.GetMeshFromFilterOrSkinnedMeshRenderer();
                            if (hierarchyMesh == null)
                            {
                                continue;
                            }

                            Octave3DMesh hierarchyOctave3DMesh = Octave3DMeshDatabase.Get().GetOctave3DMesh(hierarchyMesh);
                            if (hierarchyOctave3DMesh == null)
                            {
                                continue;
                            }

                            List <Vector3> hierarchyMeshOverlappedVerts = hierarchyOctave3DMesh.GetOverlappedWorldVerts(objectQueryBox, meshObjInHierarchy.transform.GetWorldMatrix());
                            foreach (Vector3 hierarchyVertex in hierarchyMeshOverlappedVerts)
                            {
                                foreach (Vector3 spriteCornerPt in spriteWorldCornerPoints)
                                {
                                    float distance = (hierarchyVertex - spriteCornerPt).magnitude;
                                    if (distance < minDistance)
                                    {
                                        minDistance           = distance;
                                        chosenSnapDestination = spriteCornerPt;
                                        chosenSnapPivot       = hierarchyVertex;
                                    }
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                List <Vector3> hierarchyBoxCornerPoints = hierarchyWorldBox.GetCornerPoints();
                foreach (GameObject gameObject in nearbyObjects)
                {
                    Box objectWorldBox = Box.GetInvalid();

                    Mesh objectMesh = gameObject.GetMeshFromFilterOrSkinnedMeshRenderer();
                    if (objectMesh != null)
                    {
                        objectWorldBox = gameObject.GetMeshWorldBox();
                    }
                    if (objectWorldBox.IsInvalid() && gameObject.HasSpriteRendererWithSprite())
                    {
                        objectWorldBox = gameObject.GetNonMeshWorldBox();
                    }

                    if (objectWorldBox.IsInvalid())
                    {
                        continue;
                    }

                    List <Vector3> worldBoxCornerPoints = objectWorldBox.GetCornerPoints();
                    foreach (Vector3 hierarchyBoxPt in hierarchyBoxCornerPoints)
                    {
                        foreach (Vector3 objectMeshBoxPt in worldBoxCornerPoints)
                        {
                            float distance = (hierarchyBoxPt - objectMeshBoxPt).magnitude;
                            if (distance < minDistance)
                            {
                                minDistance           = distance;
                                chosenSnapDestination = objectMeshBoxPt;
                                chosenSnapPivot       = hierarchyBoxPt;
                            }
                        }
                    }
                }
            }

            if (minDistance < snapEpsilon)
            {
                SnapObjectHierarchyPosition(hierarchyRoot, chosenSnapPivot, chosenSnapDestination, projectedBoxFacePivotPoints, 0.0f);
            }
        }
        public void UpdateForMouseMovement()
        {
            if (!_isActive)
            {
                return;
            }

            if (MouseButtonStates.Instance.IsMouseButtonDown(MouseButton.Left))
            {
                _state = ObjectVertexSnapSessionState.SnapToDestination;
            }
            else
            {
                _state = ObjectVertexSnapSessionState.SelectSourceVertex;
            }

            if (_state == ObjectVertexSnapSessionState.SelectSourceVertex)
            {
                if (_sourceObjects == null || _sourceObjects.Count == 0)
                {
                    _objectMask.ObjectCollectionMask.UnmaskAll();
                    MouseCursorRayHit cursorRayHit = GetCursorRayHit();
                    if (cursorRayHit.WasAnObjectHit)
                    {
                        GameObjectRayHit objectRayHit = cursorRayHit.ClosestObjectRayHit;
                        MeshRayHit       meshRayHit   = objectRayHit.ObjectMeshHit;
                        if (meshRayHit != null)
                        {
                            Octave3DMesh octaveMesh = meshRayHit.HitMesh;

                            Triangle3D sourceTriangle = octaveMesh.GetTriangle(meshRayHit.HitTriangleIndex);
                            sourceTriangle.TransformPoints(objectRayHit.HitObject.transform.localToWorldMatrix);

                            _sourceVertex = sourceTriangle.GetPointClosestToPoint(meshRayHit.HitPoint);
                            _sourceObject = objectRayHit.HitObject;
                            _objectMask.ObjectCollectionMask.Mask(_sourceObject.transform.root.gameObject.GetAllChildrenIncludingSelf());
                        }
                        else
                        {
                            SpriteRenderer spriteRenderer = objectRayHit.HitObject.GetComponent <SpriteRenderer>();
                            if (spriteRenderer != null)
                            {
                                _sourceObject = objectRayHit.HitObject;
                                _sourceVertex = Vector3Extensions.GetClosestPointToPoint(objectRayHit.ObjectBoxHit.HitBox.GetCenterAndCornerPoints(), objectRayHit.HitPoint);
                                _objectMask.ObjectCollectionMask.Mask(_sourceObject.transform.root.gameObject.GetAllChildrenIncludingSelf());
                            }
                        }
                    }
                }
                else
                {
                    MouseCursorRayHit cursorRayHit = GetCursorRayHit();
                    if (cursorRayHit.WasAnObjectHit)
                    {
                        GameObjectRayHit objectRayHit = cursorRayHit.ClosestObjectRayHit;
                        MeshRayHit       meshRayHit   = objectRayHit.ObjectMeshHit;
                        if (meshRayHit != null)
                        {
                            Octave3DMesh octaveMesh = meshRayHit.HitMesh;

                            Triangle3D sourceTriangle = octaveMesh.GetTriangle(meshRayHit.HitTriangleIndex);
                            sourceTriangle.TransformPoints(objectRayHit.HitObject.transform.localToWorldMatrix);
                            _sourceVertex = sourceTriangle.GetPointClosestToPoint(meshRayHit.HitPoint);
                        }
                        else
                        {
                            SpriteRenderer spriteRenderer = objectRayHit.HitObject.GetComponent <SpriteRenderer>();
                            if (spriteRenderer != null)
                            {
                                _sourceVertex = Vector3Extensions.GetClosestPointToPoint(objectRayHit.ObjectBoxHit.HitBox.GetCenterAndCornerPoints(), objectRayHit.HitPoint);
                            }
                        }
                    }

                    foreach (var parent in _sourceParents)
                    {
                        _objectMask.ObjectCollectionMask.Mask(parent.GetAllChildrenIncludingSelf());
                    }
                }
            }
            else
            {
                MouseCursorRayHit cursorRayHit = GetCursorRayHit();
                if (cursorRayHit.WasAnythingHit)
                {
                    bool useGridCellHit = false;
                    if (!cursorRayHit.WasAnObjectHit)
                    {
                        useGridCellHit = true;
                    }
                    else
                    if (cursorRayHit.WasAnObjectHit && cursorRayHit.WasACellHit)
                    {
                        float gridCellHitEnter = cursorRayHit.GridCellRayHit.HitEnter;
                        float objectHitEnter   = cursorRayHit.ClosestObjectRayHit.HitEnter;
                        if (gridCellHitEnter < Mathf.Max(0.0f, (objectHitEnter - 1e-3f)))
                        {
                            useGridCellHit = true;
                        }
                    }

                    if (useGridCellHit)
                    {
                        XZGridCell       hitCell  = cursorRayHit.GridCellRayHit.HitCell;
                        XZOrientedQuad3D cellQuad = hitCell.Quad;

                        _destinationObject   = null;
                        _destinationGridCell = hitCell;

                        _snapPosition = cellQuad.GetPointClosestToPoint(cursorRayHit.GridCellRayHit.HitPoint, true);
                        SnapToDestination();
                    }
                    else
                    {
                        GameObjectRayHit objectRayHit = cursorRayHit.ClosestObjectRayHit;
                        MeshRayHit       meshRayHit   = objectRayHit.ObjectMeshHit;
                        if (meshRayHit != null)
                        {
                            _destinationObject = objectRayHit.HitObject;
                            Triangle3D destinationTriangle = meshRayHit.HitMesh.GetTriangle(meshRayHit.HitTriangleIndex);
                            destinationTriangle.TransformPoints(_destinationObject.transform.localToWorldMatrix);
                            _destinationGridCell = null;

                            _snapPosition = destinationTriangle.GetPointClosestToPoint(meshRayHit.HitPoint);
                            SnapToDestination();
                        }
                        else
                        {
                            SpriteRenderer spriteRenderer = objectRayHit.HitObject.GetComponent <SpriteRenderer>();
                            if (spriteRenderer != null)
                            {
                                _destinationGridCell = null;
                                _destinationObject   = objectRayHit.HitObject;

                                _snapPosition = Vector3Extensions.GetClosestPointToPoint(objectRayHit.ObjectBoxHit.HitBox.GetCenterAndCornerPoints(), objectRayHit.HitPoint);
                                SnapToDestination();
                            }
                        }
                    }
                }
            }
        }
Exemple #12
0
 public Octave3DMeshCollider(Octave3DMesh mesh, TransformMatrix meshTransform)
 {
     _mesh          = mesh;
     _meshTransform = meshTransform;
 }