public static Transform[] ChooseNearbyModelTransforms(Part p, List<AttachNode> attachNodeGroup, Vector2 bounds, Transform[] PartModelTransforms, Transform[] AllVesselModelTransforms) { Vector3 nodeUpVector = Vector3.zero; Vector3 nodeCenter = Vector3.zero; float avgNodeDistFromCenter = 0; foreach (AttachNode attach in attachNodeGroup) { nodeUpVector += attach.orientation; nodeCenter += attach.position; } nodeUpVector.Normalize(); nodeCenter /= attachNodeGroup.Count; foreach (AttachNode attach in attachNodeGroup) { avgNodeDistFromCenter += (attach.position - nodeCenter).magnitude; } avgNodeDistFromCenter /= attachNodeGroup.Count; Quaternion partToNode = Quaternion.FromToRotation(Vector3.up, nodeUpVector); //This is the angle between part up and the node Quaternion rot = Quaternion.Inverse(partToNode); Matrix4x4 partToNodeMatrix = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one); Matrix4x4 upMatrix = partToNodeMatrix * p.transform.worldToLocalMatrix; nodeCenter = partToNodeMatrix.MultiplyPoint(nodeCenter); Vector3 worldNodeVector = nodeUpVector; if (Vector3.Dot(nodeUpVector, nodeCenter) < 0) //Make sure the direction is correct worldNodeVector = -worldNodeVector; worldNodeVector = (p.transform.localToWorldMatrix * Matrix4x4.TRS(Vector3.zero, partToNode, Vector3.one)).MultiplyVector(worldNodeVector); List<Transform> FinalModelTransforms = new List<Transform>(); foreach(Transform t in AllVesselModelTransforms) { if (PartModelTransforms.Contains(t) || Vector3.Dot(t.position, worldNodeVector) < -0.2f) //Can't be part of this part, nor can it be really far behind us continue; MeshFilter mf = t.GetComponent<MeshFilter>(); if (mf == null) continue; Mesh m = mf.mesh; if (m == null) continue; Matrix4x4 orientMatrix = upMatrix * t.localToWorldMatrix; Vector3 locMaxBounds = orientMatrix.MultiplyPoint(m.bounds.max) - nodeCenter; Vector3 locMinBounds = orientMatrix.MultiplyPoint(m.bounds.min) - nodeCenter; if (locMaxBounds.x < locMinBounds.x) { float tmp = locMinBounds.x; locMinBounds.x = locMaxBounds.x; locMaxBounds.x = tmp; } if (locMaxBounds.y < locMinBounds.y) { float tmp = locMinBounds.y; locMinBounds.y = locMaxBounds.y; locMaxBounds.y = tmp; } if (locMaxBounds.z < locMinBounds.z) { float tmp = locMinBounds.z; locMinBounds.z = locMaxBounds.z; locMaxBounds.z = tmp; } /*foreach (Vector3 vertex in m.vertices) { Vector3 v = orientMatrix.MultiplyPoint(vertex) - nodeCenter; locMaxBounds.x = Mathf.Max(locMaxBounds.x, v.x); locMinBounds.x = Mathf.Min(locMinBounds.x, v.x); locMaxBounds.y = Mathf.Max(locMaxBounds.y, v.y); locMinBounds.y = Mathf.Min(locMinBounds.y, v.y); locMaxBounds.z = Mathf.Max(locMaxBounds.z, v.z); locMinBounds.z = Mathf.Min(locMinBounds.z, v.z); }*/ if (locMaxBounds.x > -avgNodeDistFromCenter && locMaxBounds.y > -0.5f && locMaxBounds.z > -avgNodeDistFromCenter && locMinBounds.x < avgNodeDistFromCenter && locMinBounds.y < 0.5f && locMinBounds.z < avgNodeDistFromCenter) FinalModelTransforms.Add(t); } return FinalModelTransforms.ToArray(); }