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 ContainsPoint(Vector3 point, bool checkOnPlane) { return(QuadMath.Contains3DPoint(point, checkOnPlane, _center, _size.x, _size.y, Right, Up, _epsilon)); }