Files
FueraDeEscala/Assets/Game Kit Controller/Integrations/EzySlice/Framework/Plane.cs
2026-03-29 23:03:14 -07:00

142 lines
2.9 KiB
C#

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
}
}
}