Tanoda
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Static Public Member Functions | |
static bool | ClosestPointsOnTwoLines (Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2, out Vector3 closestPointLine1, out Vector3 closestPointLine2) |
static bool | PointOnLine (Ray InLineA, Ray InLineB, out Vector3 OutPointA, out Vector3 OutPointB) |
static bool | PointOnPlane (Ray ray, Vector3 planePosition, Vector3 planeNormal, out Vector3 hit) |
static bool | PointOnPlane (Ray ray, Plane plane, out Vector3 hit) |
static Vector3 | DirectionMask (Transform target, Vector3 rayDirection) |
static float | CalcMouseDeltaSignWithAxes (Camera cam, Vector3 origin, Vector3 upDir, Vector3 rightDir, Vector2 mouseDelta) |
static float | CalcSignedMouseDelta (Vector2 lhs, Vector2 rhs) |
static float | GetHandleSize (Vector3 position) |
static Ray | TransformRay (Ray ray, Transform transform) |
static GameObject | ObjectRaycast (Ray ray, IEnumerable< GameObject > objects, bool ignoreSelection=false) |
static GameObject | ObjectRaycast (Ray ray, IEnumerable< GameObject > objects, float maxdist, bool ignoreMeshFilter=false) |
static GameObject | ObjectRaycast (Ray ray, IEnumerable< GameObject > objects, float maxdist, bool ignoreMeshFilter=false, List< GameObject > ignoreList=null) |
static GameObject | ObjectRaycast (Ray ray, IEnumerable< GameObject > objects, out pb_RaycastHit besthit) |
static bool | MeshRaycast (Mesh mesh, Ray ray, out pb_RaycastHit hit) |
static float | DistancePoint2DToLine (Camera cam, Vector2 mousePosition, Vector3 worldPosition1, Vector3 worldPosition2) |
static float | DistancePointLineSegment (Vector2 p, Vector2 v, Vector2 w) |
static bool | PointInPolygon (Vector2[] polygon, Vector2 point) |
static bool | GetLineSegmentIntersect (Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3) |
Collection of static methods commonly used when working with scene handles.
Definition at line 11 of file pb_HandleUtility.cs.
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When dragging in 3d space, this returns the signed delta based on handle orientation.
Definition at line 113 of file pb_HandleUtility.cs.
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Calculates a signed float delta from a current and previous mouse position.
lhs | Current mouse position. |
rhs | Previous mouse position. |
Definition at line 136 of file pb_HandleUtility.cs.
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Returns the nearest point on each line to the other line.
http://wiki.unity3d.com/index.php?title=3d_Math_functions Two non-parallel lines which may or may not touch each other have a point on each line which are closest to each other. This function finds those two points. If the lines are not parallel, the function outputs true, otherwise false.
Definition at line 22 of file pb_HandleUtility.cs.
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Definition at line 102 of file pb_HandleUtility.cs.
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Return the signed distance from a mouse position to a line in screen space.
Definition at line 449 of file pb_HandleUtility.cs.
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Get the distance between a point and a finite line segment.
http://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment
Definition at line 461 of file pb_HandleUtility.cs.
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Return the screen to world space ratio for this point in world space.
Definition at line 151 of file pb_HandleUtility.cs.
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True or false lines intersect.
Definition at line 529 of file pb_HandleUtility.cs.
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Definition at line 416 of file pb_HandleUtility.cs.
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Return the nearest hit object in scene. Does not require a collider.
Definition at line 176 of file pb_HandleUtility.cs.
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Return the nearest hit object in scene. Does not require a collider.
Definition at line 232 of file pb_HandleUtility.cs.
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Definition at line 294 of file pb_HandleUtility.cs.
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Return the nearest hit object in scene. Does not require a collider.
Definition at line 363 of file pb_HandleUtility.cs.
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Returns true if the polygon contains point. False otherwise. Casts a ray from outside the bounds to the polygon and checks how many edges are hit.
polygon | A series of individual edges composing a polygon. polygon length must be divisible by 2. |
Definition at line 493 of file pb_HandleUtility.cs.
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Return the nearest point on each ray to the other ray.
Definition at line 58 of file pb_HandleUtility.cs.
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Return the point on a plane where a ray intersects.
Definition at line 74 of file pb_HandleUtility.cs.
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Return the point on a plane where a ray intersects.
Definition at line 66 of file pb_HandleUtility.cs.
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Transform world ray into model space.
Definition at line 165 of file pb_HandleUtility.cs.