提交 ce3c2002 编写于 作者: 魔术师Dix's avatar 魔术师Dix

移除过时实现;

上级 24773abb
......@@ -20,78 +20,6 @@ namespace Oroxylum
{
public const float ZeroTolerance = 1e-08f;
#region 直线与平面交点
/// <summary>
/// 计算直线与平面的交点
///
/// 通用的部分;
///
/// ——程一峰;2020.11.09
/// </summary>
/// <param name="point">直线上某一点</param>
/// <param name="direct">直线的方向</param>
/// <param name="planeNormal">垂直于平面的的向量</param>
/// <param name="planePoint">平面上的任意一点</param>
/// <returns></returns>
public static Vector3 GetIntersectWithLineAndPlane(Vector3 point, Vector3 direct, Vector3 planeNormal, Vector3 planePoint)
{
float d = Vector3.Dot(planePoint - point, planeNormal) / Vector3.Dot(direct.normalized, planeNormal);
//直线与平面的交点
Vector3 hitPoint = (d * direct.normalized) + point;
return hitPoint;
}
/// <summary>
/// 点到直线的距离;
/// </summary>
/// <param name="point">目标点</param>
/// <param name="linePoint1">直线上一点</param>
/// <param name="linePoint2">直线上另一点</param>
/// <returns></returns>
public static float GetDistancePointToLine(Vector3 point, Vector3 linePoint1, Vector3 linePoint2)
{
Vector3 vec1 = point - linePoint1;
Vector3 vec2 = linePoint2 - linePoint1;
Vector3 vecProj = Vector3.Project(vec1, vec2);
float dis = Mathf.Sqrt(Mathf.Pow(Vector3.Magnitude(vec1), 2) - Mathf.Pow(Vector3.Magnitude(vecProj), 2));
return dis;
}
/// <summary>
///
/// 计算射线与平面的交点
///
/// 通用的部分;
///
/// ——程一峰;2020.11.17
/// </summary>
/// <param name="ray">射线</param>
/// <param name="planeNormal">垂直于平面的的向量</param>
/// <param name="planePoint">平面上的任意一点</param>
/// <returns></returns>
public static Vector3 GetIntersectWithLineAndPlane(Ray ray, Vector3 planeNormal, Vector3 planePoint) { return GetIntersectWithLineAndPlane(ray.origin, ray.direction, planeNormal, planePoint); }
/// <summary>
///
/// 计算射线与水平平面的交点
///
/// 通用的部分;
///
/// ——程一峰;2020.11.17
/// </summary>
/// <param name="ray">射线</param>
/// <param name="height">高度</param>
/// <returns></returns>
public static Vector3 GetIntersectWithLineAndPlane(Ray ray, float height)
{
var point = GetIntersectWithLineAndPlane(ray.origin, ray.direction, Vector3.up, new Vector3(0, height, 0));
point.y = height;
return point;
}
#endregion
#region 值转换
/// <summary>
......
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