| | 1 | | using System.Collections; |
| | 2 | | using System.Collections.Generic; |
| | 3 | | using UnityEngine; |
| | 4 | |
|
| | 5 | | public class VoxelEntityHit |
| | 6 | | { |
| | 7 | | public DCLBuilderInWorldEntity entityHitted; |
| | 8 | | public Vector3Int hitVector; |
| | 9 | |
|
| | 10 | | const float HIT_VECTOR_SENSITIVITY = 0.001f; |
| | 11 | |
|
| 0 | 12 | | public VoxelEntityHit(DCLBuilderInWorldEntity entity, RaycastHit hit) |
| | 13 | | { |
| 0 | 14 | | entityHitted = entity; |
| 0 | 15 | | CalculateHitVector(hit); |
| 0 | 16 | | } |
| | 17 | |
|
| | 18 | | void CalculateHitVector(RaycastHit hit) |
| | 19 | | { |
| 0 | 20 | | Vector3 center = entityHitted.rootEntity.meshesInfo.mergedBounds.center; |
| 0 | 21 | | Vector3 min = entityHitted.rootEntity.meshesInfo.mergedBounds.min; |
| 0 | 22 | | Vector3 max = entityHitted.rootEntity.meshesInfo.mergedBounds.max; |
| | 23 | |
|
| 0 | 24 | | if (Mathf.Abs(min.x - hit.point.x) < HIT_VECTOR_SENSITIVITY) |
| | 25 | | { |
| 0 | 26 | | hitVector = Vector3Int.left; |
| 0 | 27 | | } |
| 0 | 28 | | else if (Mathf.Abs(max.x - hit.point.x) < HIT_VECTOR_SENSITIVITY) |
| | 29 | | { |
| 0 | 30 | | hitVector = Vector3Int.right; |
| 0 | 31 | | } |
| 0 | 32 | | else if (Mathf.Abs(min.y - hit.point.y) < HIT_VECTOR_SENSITIVITY) |
| | 33 | | { |
| 0 | 34 | | hitVector = Vector3Int.down; |
| 0 | 35 | | } |
| 0 | 36 | | else if (Mathf.Abs(max.y - hit.point.y) < HIT_VECTOR_SENSITIVITY) |
| | 37 | | { |
| 0 | 38 | | hitVector = Vector3Int.up; |
| 0 | 39 | | } |
| 0 | 40 | | else if (Mathf.Abs(min.z - hit.point.z) < HIT_VECTOR_SENSITIVITY) |
| | 41 | | { |
| 0 | 42 | | hitVector = new Vector3Int(0, 0, -1); |
| 0 | 43 | | } |
| 0 | 44 | | else if (Mathf.Abs(max.z - hit.point.z) < HIT_VECTOR_SENSITIVITY) |
| | 45 | | { |
| 0 | 46 | | hitVector = new Vector3Int(0, 0, 1); |
| | 47 | | } |
| | 48 | |
|
| 0 | 49 | | } |
| | 50 | | } |