using System.Collections; using System.Collections.Generic; using UnityEngine; namespace EzySlice { /** * Quick Internal structure which checks where the point lays on the * Plane. UP = Upwards from the Normal, DOWN = Downwards from the Normal * ON = Point lays straight on the plane */ public enum SideOfPlane { UP, DOWN, ON } /** * Represents a simple 3D Plane structure with a position * and direction which extends infinitely in its axis. This provides * an optimal structure for collision tests for the slicing framework. */ public struct Plane { private Vector3 m_normal; private float m_dist; // this is for editor debugging only! do NOT try to access this // variable at runtime, we will be stripping it out for final // builds #if UNITY_EDITOR private Transform trans_ref; #endif public Plane (Vector3 pos, Vector3 norm) { this.m_normal = norm; this.m_dist = Vector3.Dot (norm, pos); // this is for editor debugging only! #if UNITY_EDITOR trans_ref = null; #endif } public Plane (Vector3 norm, float dot) { this.m_normal = norm; this.m_dist = dot; // this is for editor debugging only! #if UNITY_EDITOR trans_ref = null; #endif } public void Compute (Vector3 pos, Vector3 norm) { this.m_normal = norm; this.m_dist = Vector3.Dot (norm, pos); } public void Compute (Transform trans) { Compute (trans.position, trans.up); // this is for editor debugging only! #if UNITY_EDITOR trans_ref = trans; #endif } public void Compute (GameObject obj) { Compute (obj.transform); } public Vector3 normal { get { return this.m_normal; } } public float dist { get { return this.m_dist; } } /** * Checks which side of the plane the point lays on. */ public SideOfPlane SideOf (Vector3 pt) { float result = Vector3.Dot (m_normal, pt) - m_dist; if (result > float.Epsilon) { return SideOfPlane.UP; } if (result < -float.Epsilon) { return SideOfPlane.DOWN; } return SideOfPlane.ON; } /** * Editor only DEBUG functionality. This should not be compiled in the final * Version. */ public void OnDebugDraw () { OnDebugDraw (Color.white); } public void OnDebugDraw (Color drawColor) { // NOTE -> Gizmos are only supported in the editor. We will keep these function // signatures for consistancy however at final build, these will do nothing // TO/DO -> Should we throw a runtime exception if this function tried to get executed // at runtime? #if UNITY_EDITOR if (trans_ref == null) { return; } Color prevColor = Gizmos.color; Matrix4x4 prevMatrix = Gizmos.matrix; // TO-DO Gizmos.matrix = Matrix4x4.TRS (trans_ref.position, trans_ref.rotation, trans_ref.localScale); Gizmos.color = drawColor; Gizmos.DrawWireCube (Vector3.zero, new Vector3 (1.0f, 0.0f, 1.0f)); Gizmos.color = prevColor; Gizmos.matrix = prevMatrix; #endif } } }