Exemple #1
0
        /// <summary>
        /// Only guaranteed to be correct for convex colliders.
        /// </summary>
        public bool CollidesWith(UnityEngine.Collider unityCollider,
                                 bool includeBehindPlane = false)
        {
            var planePose        = this.pose;
            var planePoseInverse = this.pose.inverse();

            var colliderCenter       = getUnityColliderWorldCenter(unityCollider);
            var colliderCenter_plane =
                planePoseInverse.mul(colliderCenter).position;
            var colliderCenterOnPlane_plane = colliderCenter_plane.WithZ(0f);
            var colliderCenterOnPlane       =
                planePose.mul(colliderCenterOnPlane_plane).position;

            var closestPoint       = unityCollider.ClosestPoint(colliderCenterOnPlane);
            var closestPoint_plane = planePoseInverse.mul(closestPoint).position;

            // Concave shapes will break here; projection from their center is not
            // valid. To support concavity, you'd want to project to the plane from
            // the planeward-most point on the concave collider.
            var planeToClosestPoint_plane =
                closestPoint_plane - colliderCenterOnPlane_plane;

            if (includeBehindPlane)
            {
                // Plane faces forward on Z.
                return(planeToClosestPoint_plane.z <= 0f);
            }
            else
            {
                return(planeToClosestPoint_plane.z == 0f);
            }
        }
 static public int ClosestPoint(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.Collider self = (UnityEngine.Collider)checkSelf(l);
         UnityEngine.Vector3  a1;
         checkType(l, 2, out a1);
         var ret = self.ClosestPoint(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int ClosestPoint(IntPtr l)
 {
     try {
         UnityEngine.Collider self = (UnityEngine.Collider)checkSelf(l);
         UnityEngine.Vector3  a1;
         checkType(l, 2, out a1);
         var ret = self.ClosestPoint(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemple #4
0
 static int QPYX_ClosestPoint_YXQP(IntPtr L_YXQP)
 {
     try
     {
         ToLua.CheckArgsCount(L_YXQP, 2);
         UnityEngine.Collider QPYX_obj_YXQP  = (UnityEngine.Collider)ToLua.CheckObject <UnityEngine.Collider>(L_YXQP, 1);
         UnityEngine.Vector3  QPYX_arg0_YXQP = ToLua.ToVector3(L_YXQP, 2);
         UnityEngine.Vector3  QPYX_o_YXQP    = QPYX_obj_YXQP.ClosestPoint(QPYX_arg0_YXQP);
         ToLua.Push(L_YXQP, QPYX_o_YXQP);
         return(1);
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
Exemple #5
0
 static int ClosestPoint(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.Collider obj  = (UnityEngine.Collider)ToLua.CheckObject <UnityEngine.Collider>(L, 1);
         UnityEngine.Vector3  arg0 = ToLua.ToVector3(L, 2);
         UnityEngine.Vector3  o    = obj.ClosestPoint(arg0);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
    static int ClosestPoint(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Collider.ClosestPoint");
#endif
        try
        {
            ToLua.CheckArgsCount(L, 2);
            UnityEngine.Collider obj  = (UnityEngine.Collider)ToLua.CheckObject <UnityEngine.Collider>(L, 1);
            UnityEngine.Vector3  arg0 = ToLua.ToVector3(L, 2);
            UnityEngine.Vector3  o    = obj.ClosestPoint(arg0);
            ToLua.Push(L, o);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }