Files
2025-07-21 09:11:14 +02:00

58 lines
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C#

/*
* 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
{
/// <summary>
/// Approximate capsule collision by doing sphere collisions down the capsule length
/// </summary>
/// <param name="p0">Capsule Start</param>
/// <param name="p1">Capsule End</param>
/// <param name="radius">Capsule Radius</param>
/// <param name="collider">Collider to check against</param>
/// <returns>Whether or not an approximate collision occured.</returns>
public static bool IsCapsuleWithinColliderApprox(Vector3 p0, Vector3 p1, float radius, Collider collider)
{
int divisions = Mathf.CeilToInt((p1 - p0).magnitude / radius) * 2;
if (divisions == 0)
{
return IsSphereWithinCollider(p0, radius, collider);
}
float tStep = 1f / divisions;
for (int i = 0; i <= divisions; i++)
{
Vector3 point = Vector3.Lerp(p0, p1, tStep * i);
if (IsSphereWithinCollider(point, radius, collider))
{
return true;
}
}
return false;
}
}
}