/* * 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 Vector3 ClosestPointToColliders(Vector3 point, Collider[] colliders) { Vector3 closestPoint = point; float closestDistance = float.MaxValue; foreach (Collider collider in colliders) { if (Collisions.IsPointWithinCollider(point, collider)) { return point; } Vector3 closest = collider.ClosestPoint(point); float distance = (closest - point).magnitude; if (distance < closestDistance) { closestDistance = distance; closestPoint = closest; } } return closestPoint; } } }