/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus 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 { public static bool IsSphereWithinCollider(Vector3 point, float radius, Collider collider) { Vector3 boundsPoint = collider.bounds.ClosestPoint(point); if (Vector3.SqrMagnitude(boundsPoint - point) > radius * radius) { return false; } Vector3 closestPoint = collider.ClosestPoint(point); return Vector3.SqrMagnitude(closestPoint - point) <= radius * radius; } } }