public abstract ClosestPointOnNode ( Vector3 p ) : Vector3 | ||
p | Vector3 | |
return | Vector3 |
public abstract Vector3 ClosestPointOnNode (Vector3 p);
public abstract Vector3 ClosestPointOnNodeXZ (Vector3 p);
static bool NodeIntersectsCircle (MeshNode node, Vector3 p, float radius) { if (float.IsPositiveInfinity(radius)) return true; /** \bug Is not correct on the Y axis */ return (p - node.ClosestPointOnNode (p)).sqrMagnitude < radius*radius; }