Heroes_of_Hiis/Assets/Oculus/Interaction/Runtime/Scripts/Collisions/IsCapsuleWithinColliderAppr...

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2022-03-07 15:52:41 +00:00
/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
using UnityEngine;
namespace Oculus.Interaction
{
public static partial class Collisions
{
/// <summary>
/// Approximate capsule collision by doing sphere collisions down the capsule length
/// </summary>
/// <param name="p0">Capsule Start</param>
/// <param name="p1">Capsule End</param>
/// <param name="radius">Capsule Radius</param>
/// <param name="collider">Collider to check against</param>
/// <returns>Whether or not an approximate collision occured.</returns>
public static bool IsCapsuleWithinColliderApprox(Vector3 p0, Vector3 p1, float radius, Collider collider)
{
int divisions = Mathf.CeilToInt((p1 - p0).magnitude / radius) * 2;
if (divisions == 0)
{
return IsSphereWithinCollider(p0, radius, collider);
}
float tStep = 1f / divisions;
for (int i = 0; i <= divisions; i++)
{
Vector3 point = Vector3.Lerp(p0, p1, tStep * i);
if (IsSphereWithinCollider(point, radius, collider))
{
return true;
}
}
return false;
}
}
}