private void SubmitHit(bool preview) { if (pointA != null && pointB != null) { var vector = pointB.position - pointA.position; var maxDistance = vector.magnitude; var ray = new Ray(pointA.position, vector); var hit2D = Physics2D.GetRayIntersection(ray, float.PositiveInfinity, layers); var hit3D = default(RaycastHit); var finalPosition = default(Vector3); var finalRotation = default(Quaternion); // Hit 3D? if (Physics.Raycast(ray, out hit3D, maxDistance, layers) == true && (hit2D.collider == null || hit3D.distance < hit2D.distance)) { CalcHitData(hit3D.point, hit3D.normal, ray, out finalPosition, out finalRotation); fraction = (hit3D.distance + offset) / maxDistance; if (emit == EmitType.PointsIn3D) { connector.SubmitPoint(gameObject, preview, priority, pressure, finalPosition, finalRotation, this); } else if (emit == EmitType.PointsOnUV) { connector.HitCache.InvokeCoord(gameObject, preview, priority, pressure, new P3dHit(hit3D), finalRotation); } else if (emit == EmitType.TrianglesIn3D) { connector.HitCache.InvokeTriangle(gameObject, preview, priority, pressure, hit3D, finalRotation); } } // Hit 2D? else if (hit2D.collider != null) { CalcHitData(hit2D.point, hit2D.normal, ray, out finalPosition, out finalRotation); fraction = (hit3D.distance + offset) / maxDistance; if (emit == EmitType.PointsIn3D) { connector.SubmitPoint(gameObject, preview, priority, pressure, finalPosition, finalRotation, this); } } else { connector.BreakHits(this); fraction = 1.0f; } } }
protected void PaintAt(P3dPointConnector connector, P3dHitCache hitCache, Vector2 screenPosition, Vector2 screenPositionOld, bool preview, float pressure, object owner) { var camera = P3dHelper.GetCamera(_camera); if (camera != null) { if (touchOffset != 0.0f && P3dInputManager.TouchCount > 0) { screenPosition.y += touchOffset / P3dInputManager.ScaleFactor; } var ray = camera.ScreenPointToRay(screenPosition); var hit2D = Physics2D.GetRayIntersection(ray, float.PositiveInfinity, layers); var hit3D = default(RaycastHit); var finalPosition = default(Vector3); var finalRotation = default(Quaternion); // Hit 3D? if (Physics.Raycast(ray, out hit3D, float.PositiveInfinity, layers) == true && (hit2D.collider == null || hit3D.distance < hit2D.distance)) { CalcHitData(hit3D.point, hit3D.normal, ray, camera, screenPositionOld, out finalPosition, out finalRotation); if (emit == EmitType.PointsIn3D) { if (connector != null) { connector.SubmitPoint(gameObject, preview, priority, pressure, finalPosition, finalRotation, owner); } else { hitCache.InvokePoint(gameObject, preview, priority, pressure, finalPosition, finalRotation); } return; } else if (emit == EmitType.PointsOnUV) { hitCache.InvokeCoord(gameObject, preview, priority, pressure, new P3dHit(hit3D), finalRotation); return; } else if (emit == EmitType.TrianglesIn3D) { hitCache.InvokeTriangle(gameObject, preview, priority, pressure, hit3D, finalRotation); return; } } // Hit 2D? else if (hit2D.collider != null) { CalcHitData(hit2D.point, hit2D.normal, ray, camera, screenPositionOld, out finalPosition, out finalRotation); if (emit == EmitType.PointsIn3D) { if (connector != null) { connector.SubmitPoint(gameObject, preview, priority, pressure, finalPosition, finalRotation, owner); } else { hitCache.InvokePoint(gameObject, preview, priority, pressure, finalPosition, finalRotation); } return; } } } if (connector != null) { connector.BreakHits(owner); } }
private void SubmitHit(bool preview) { connector.SubmitPoint(gameObject, preview, priority, pressure, transform.position, transform.rotation, this); }