Exemplo n.º 1
0
        static bool GetNearestHitFromPhysicsScene(Ray ray, PhysicsScene physicsScene, int cullingMask, bool ignorePrefabInstance, ref RaycastHit raycastHit)
        {
            float maxDist = raycastHit.distance;
            int   numHits = physicsScene.Raycast(ray.origin, ray.direction, s_RaySnapHits, maxDist, cullingMask, QueryTriggerInteraction.Ignore);

            // We are not sure at this point if the hits returned from RaycastAll are sorted or not, so go through them all
            float nearestHitDist  = maxDist;
            int   nearestHitIndex = -1;

            if (ignoreRaySnapObjects != null)
            {
                for (int i = 0; i < numHits; i++)
                {
                    if (s_RaySnapHits[i].distance < nearestHitDist)
                    {
                        Transform tr = s_RaySnapHits[i].transform;
                        if (ignorePrefabInstance && GameObjectUtility.IsPrefabInstanceHiddenForInContextEditing(tr.gameObject))
                        {
                            continue;
                        }

                        bool ignore = false;
                        for (int j = 0; j < ignoreRaySnapObjects.Length; j++)
                        {
                            if (tr == ignoreRaySnapObjects[j])
                            {
                                ignore = true;
                                break;
                            }
                        }
                        if (ignore)
                        {
                            continue;
                        }

                        nearestHitDist  = s_RaySnapHits[i].distance;
                        nearestHitIndex = i;
                    }
                }
            }
            else
            {
                for (int i = 0; i < numHits; i++)
                {
                    if (s_RaySnapHits[i].distance < nearestHitDist)
                    {
                        nearestHitDist  = s_RaySnapHits[i].distance;
                        nearestHitIndex = i;
                    }
                }
            }

            if (nearestHitIndex >= 0)
            {
                raycastHit = s_RaySnapHits[nearestHitIndex];
                return(true);
            }
            else
            {
                return(false);
            }
        }