Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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namespace Oculus.Interaction
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{
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public static partial class Collisions
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{
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/// <summary>
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/// Approximate capsule collision by doing sphere collisions down the capsule length
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/// </summary>
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/// <param name="p0">Capsule Start</param>
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/// <param name="p1">Capsule End</param>
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/// <param name="radius">Capsule Radius</param>
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/// <param name="collider">Collider to check against</param>
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/// <returns>Whether or not an approximate collision occured.</returns>
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public static bool IsCapsuleWithinColliderApprox(Vector3 p0, Vector3 p1, float radius, Collider collider)
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{
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int divisions = Mathf.CeilToInt((p1 - p0).magnitude / radius) * 2;
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if (divisions == 0)
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{
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return IsSphereWithinCollider(p0, radius, collider);
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}
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float tStep = 1f / divisions;
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for (int i = 0; i <= divisions; i++)
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{
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Vector3 point = Vector3.Lerp(p0, p1, tStep * i);
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if (IsSphereWithinCollider(point, radius, collider))
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{
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return true;
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}
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}
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return false;
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}
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}
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}
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