コード例 #1
0
ファイル: CollisionFinder.cs プロジェクト: nobnak/nobnak
        public static bool hitObject(Component[] objects, Ray rayWorld, out MeshFilter minMf, out TriangleTester.HitRes minHit)
        {
            List<BoundsDistance> mfHitBounds = new List<BoundsDistance>();
            foreach (var obj in objects) {
                var mf = obj.GetComponent<MeshFilter>();
                var renderer = obj.GetComponent<Renderer>();
                if (!obj.gameObject.activeInHierarchy || mf == null || renderer == null)
                    continue;

                var bounds = renderer.bounds;
                float dist;
                if (!bounds.IntersectRay(rayWorld, out dist))
                    continue;

                mfHitBounds.Add(new BoundsDistance(){ mf = mf, distance = dist });
                //Debug.Log("Candidate (Bounds) : " + mf.gameObject.name);
            }
            mfHitBounds.Sort((x, y) => (x.distance < y.distance ? -1 : 1));

            bool found = false;
            minMf = null;
            minHit = default(TriangleTester.HitRes);
            var minDist = Mathf.Infinity;
            foreach (BoundsDistance mfDists in mfHitBounds) {
                if (minDist < mfDists.distance)
                    break;

                MeshFilter mf = mfDists.mf;
                Vector3 rayOrigin = mf.transform.InverseTransformPoint(rayWorld.origin);
                Vector3 rayDirection = mf.transform.worldToLocalMatrix * (Vector4) rayWorld.direction;
                Mesh m = mf.sharedMesh;
                TriangleTester.HitRes hit;
                if (!TriangleTester.hitTriangleAll(rayOrigin, rayDirection, m.vertices, m.triangles, out hit))
                    continue;

                found = true;
                var dist = hit.t;
                if (dist < minDist) {
                    minDist = dist;
                    minHit = hit;
                    minMf = mf;
                }
            }

            return found;
        }
コード例 #2
0
        public static bool hitObject(Component[] objects, Ray rayWorld, out MeshFilter minMf, out TriangleTester.HitRes minHit)
        {
            List <BoundsDistance> mfHitBounds = new List <BoundsDistance>();

            foreach (var obj in objects)
            {
                var mf       = obj.GetComponent <MeshFilter>();
                var renderer = obj.GetComponent <Renderer>();
                if (!obj.gameObject.activeInHierarchy || mf == null || renderer == null)
                {
                    continue;
                }

                var   bounds = renderer.bounds;
                float dist;
                if (!bounds.IntersectRay(rayWorld, out dist))
                {
                    continue;
                }

                mfHitBounds.Add(new BoundsDistance()
                {
                    mf = mf, distance = dist
                });
                //Debug.Log("Candidate (Bounds) : " + mf.gameObject.name);
            }
            mfHitBounds.Sort((x, y) => (x.distance < y.distance ? -1 : 1));

            bool found = false;

            minMf  = null;
            minHit = default(TriangleTester.HitRes);
            var minDist = Mathf.Infinity;

            foreach (BoundsDistance mfDists in mfHitBounds)
            {
                if (minDist < mfDists.distance)
                {
                    break;
                }

                MeshFilter            mf           = mfDists.mf;
                Vector3               rayOrigin    = mf.transform.InverseTransformPoint(rayWorld.origin);
                Vector3               rayDirection = mf.transform.worldToLocalMatrix * (Vector4)rayWorld.direction;
                Mesh                  m            = mf.sharedMesh;
                TriangleTester.HitRes hit;
                if (!TriangleTester.hitTriangleAll(rayOrigin, rayDirection, m.vertices, m.triangles, out hit))
                {
                    continue;
                }

                found = true;
                var dist = hit.t;
                if (dist < minDist)
                {
                    minDist = dist;
                    minHit  = hit;
                    minMf   = mf;
                }
            }

            return(found);
        }