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