Files
XRLib/Assets/Runtime Transform Gizmos/Scripts/Runtime Package Common/Shapes/PyramidShape3D.cs
2025-06-19 19:24:30 +09:00

72 lines
3.1 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace RTG
{
public class PyramidShape3D : Shape3D
{
private Vector3 _baseCenter = ModelBaseCenter;
private float _baseWidth = 1.0f;
private float _baseDepth = 1.0f;
private float _height = 1.0f;
private Quaternion _rotation = Quaternion.identity;
private PyramidEpsilon _epsilon = new PyramidEpsilon();
public Vector3 BaseCenter { get { return _baseCenter; } set { _baseCenter = value; } }
public Vector3 Tip { get { return _baseCenter + CentralAxis * _height; } set { _baseCenter = value - CentralAxis * _height; } }
public Quaternion Rotation { get { return _rotation; } set { _rotation = value; } }
public float BaseWidth { get { return _baseWidth; } set { _baseWidth = Mathf.Abs(value); } }
public float BaseDepth { get { return _baseDepth; } set { _baseDepth = Mathf.Abs(value); } }
public float Height { get { return _height; } set { _height = Mathf.Abs(value); } }
public PyramidEpsilon Epsilon { get { return _epsilon; } set { _epsilon = value; } }
public float PtContainEps { get { return _epsilon.PtContainEps; } set { _epsilon.PtContainEps = value; } }
public Vector3 CentralAxis { get { return _rotation * ModelUp; } }
public Vector3 Right { get { return _rotation * ModelRight; } }
public Vector3 Up { get { return _rotation * ModelUp; } }
public Vector3 Look { get { return _rotation * ModelLook; } }
public static Vector3 ModelRight { get { return Vector3.right; } }
public static Vector3 ModelUp { get { return Vector3.up; } }
public static Vector3 ModelLook { get { return Vector3.forward; } }
public static Vector3 ModelBaseCenter { get { return Vector3.zero; } }
public void PointTipAlongAxis(Vector3 axis)
{
Rotation = QuaternionEx.FromToRotation3D(CentralAxis, axis, Right) * _rotation;
}
public override void RenderSolid()
{
Graphics.DrawMeshNow(MeshPool.Get.UnitPyramid, Matrix4x4.TRS(_baseCenter, _rotation, new Vector3(_baseWidth, _height, _baseDepth)));
}
public override void RenderWire()
{
Graphics.DrawMeshNow(MeshPool.Get.UnitWirePyramid, Matrix4x4.TRS(_baseCenter, _rotation, new Vector3(_baseWidth, _height, _baseDepth)));
}
public List<Vector3> GetBaseCornerPoints()
{
return PyramidMath.CalcBaseCornerPoints(_baseCenter, _baseWidth, _baseDepth, _rotation);
}
public override AABB GetAABB()
{
var pyramidPoints = GetBaseCornerPoints();
pyramidPoints.Add(Tip);
return new AABB(pyramidPoints);
}
public override bool Raycast(Ray ray, out float t)
{
return PyramidMath.Raycast(ray, out t, _baseCenter, _baseWidth, _baseDepth, _height, _rotation);
}
public bool ContainsPoint(Vector3 point)
{
return PyramidMath.ContainsPoint(point, _baseCenter, _baseWidth, _baseDepth, _height, _rotation, _epsilon);
}
}
}