public override bool Raycast(Ray ray, out float t) { List <Vector3> trianglePoints = GetPoints(); if (_raycastMode == Shape3DRaycastMode.Solid) { return(TriangleMath.Raycast(ray, out t, trianglePoints[0], trianglePoints[1], trianglePoints[2], _epsilon)); } else { return(TriangleMath.RaycastWire(ray, out t, trianglePoints[0], trianglePoints[1], trianglePoints[2], _epsilon)); } }
public override bool RaycastWire(Ray ray, out float t) { List <Vector3> trianglePoints = GetPoints(); return(TriangleMath.RaycastWire(ray, out t, trianglePoints[0], trianglePoints[1], trianglePoints[2], _epsilon)); }
public override bool RaycastWire(Ray ray, out float t) { return(TriangleMath.RaycastWire(ray, out t, GetPoint(EqTrianglePoint.Left), GetPoint(EqTrianglePoint.Top), GetPoint(EqTrianglePoint.Right), _epsilon)); }