C# Class GILES.pb_HandleUtility

显示文件 Open project: procore3d/giles

Public Methods

Method Description
CalcMouseDeltaSignWithAxes ( Camera cam, Vector3 origin, Vector3 upDir, Vector3 rightDir, Vector2 mouseDelta ) : float
CalcSignedMouseDelta ( Vector2 lhs, Vector2 rhs ) : float
ClosestPointsOnTwoLines ( Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2, Vector3 &closestPointLine1, Vector3 &closestPointLine2 ) : bool
DirectionMask ( Transform target, Vector3 rayDirection ) : Vector3
DistancePoint2DToLine ( Camera cam, Vector2 mousePosition, Vector3 worldPosition1, Vector3 worldPosition2 ) : float
DistancePointLineSegment ( Vector2 p, Vector2 v, Vector2 w ) : float
GetHandleSize ( Vector3 position ) : float
GetLineSegmentIntersect ( Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3 ) : bool
MeshRaycast ( Mesh mesh, Ray ray, pb_RaycastHit &hit ) : bool
ObjectRaycast ( Ray ray, IEnumerable objects ) : GameObject
PointInPolygon ( Vector2 polygon, Vector2 point ) : bool
PointOnLine ( Ray InLineA, Ray InLineB, Vector3 &OutPointA, Vector3 &OutPointB ) : bool
PointOnPlane ( Ray ray, Plane plane, Vector3 &hit ) : bool
PointOnPlane ( Ray ray, Vector3 planePosition, Vector3 planeNormal, Vector3 &hit ) : bool
TransformRay ( Ray ray, Transform transform ) : Ray

Private Methods

Method Description
Mask ( Vector3 vec ) : Vector3
Mask ( float val ) : float

Method Details

CalcMouseDeltaSignWithAxes() public static method

public static CalcMouseDeltaSignWithAxes ( Camera cam, Vector3 origin, Vector3 upDir, Vector3 rightDir, Vector2 mouseDelta ) : float
cam UnityEngine.Camera
origin UnityEngine.Vector3
upDir UnityEngine.Vector3
rightDir UnityEngine.Vector3
mouseDelta UnityEngine.Vector2
return float

CalcSignedMouseDelta() public static method

public static CalcSignedMouseDelta ( Vector2 lhs, Vector2 rhs ) : float
lhs UnityEngine.Vector2
rhs UnityEngine.Vector2
return float

ClosestPointsOnTwoLines() public static method

public static ClosestPointsOnTwoLines ( Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2, Vector3 &closestPointLine1, Vector3 &closestPointLine2 ) : bool
linePoint1 UnityEngine.Vector3
lineVec1 UnityEngine.Vector3
linePoint2 UnityEngine.Vector3
lineVec2 UnityEngine.Vector3
closestPointLine1 UnityEngine.Vector3
closestPointLine2 UnityEngine.Vector3
return bool

DirectionMask() public static method

public static DirectionMask ( Transform target, Vector3 rayDirection ) : Vector3
target UnityEngine.Transform
rayDirection UnityEngine.Vector3
return UnityEngine.Vector3

DistancePoint2DToLine() public static method

public static DistancePoint2DToLine ( Camera cam, Vector2 mousePosition, Vector3 worldPosition1, Vector3 worldPosition2 ) : float
cam UnityEngine.Camera
mousePosition UnityEngine.Vector2
worldPosition1 UnityEngine.Vector3
worldPosition2 UnityEngine.Vector3
return float

DistancePointLineSegment() public static method

public static DistancePointLineSegment ( Vector2 p, Vector2 v, Vector2 w ) : float
p UnityEngine.Vector2
v UnityEngine.Vector2
w UnityEngine.Vector2
return float

GetHandleSize() public static method

public static GetHandleSize ( Vector3 position ) : float
position UnityEngine.Vector3
return float

GetLineSegmentIntersect() public static method

public static GetLineSegmentIntersect ( Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3 ) : bool
p0 UnityEngine.Vector2
p1 UnityEngine.Vector2
p2 UnityEngine.Vector2
p3 UnityEngine.Vector2
return bool

MeshRaycast() public static method

public static MeshRaycast ( Mesh mesh, Ray ray, pb_RaycastHit &hit ) : bool
mesh UnityEngine.Mesh
ray UnityEngine.Ray
hit pb_RaycastHit
return bool

ObjectRaycast() public static method

public static ObjectRaycast ( Ray ray, IEnumerable objects ) : GameObject
ray UnityEngine.Ray
objects IEnumerable
return UnityEngine.GameObject

PointInPolygon() public static method

public static PointInPolygon ( Vector2 polygon, Vector2 point ) : bool
polygon UnityEngine.Vector2
point UnityEngine.Vector2
return bool

PointOnLine() public static method

public static PointOnLine ( Ray InLineA, Ray InLineB, Vector3 &OutPointA, Vector3 &OutPointB ) : bool
InLineA UnityEngine.Ray
InLineB UnityEngine.Ray
OutPointA UnityEngine.Vector3
OutPointB UnityEngine.Vector3
return bool

PointOnPlane() public static method

public static PointOnPlane ( Ray ray, Plane plane, Vector3 &hit ) : bool
ray UnityEngine.Ray
plane UnityEngine.Plane
hit UnityEngine.Vector3
return bool

PointOnPlane() public static method

public static PointOnPlane ( Ray ray, Vector3 planePosition, Vector3 planeNormal, Vector3 &hit ) : bool
ray UnityEngine.Ray
planePosition UnityEngine.Vector3
planeNormal UnityEngine.Vector3
hit UnityEngine.Vector3
return bool

TransformRay() public static method

public static TransformRay ( Ray ray, Transform transform ) : Ray
ray UnityEngine.Ray
transform UnityEngine.Transform
return UnityEngine.Ray