UnityEditor.RagdollBuilder.CalculateDirection C# (CSharp) Method

CalculateDirection() private static method

private static CalculateDirection ( Vector3 point, int &direction, float &distance ) : void
point UnityEngine.Vector3
direction int
distance float
return void
        private static void CalculateDirection(Vector3 point, out int direction, out float distance)
        {
            direction = 0;
            if (Mathf.Abs(point[1]) > Mathf.Abs(point[0]))
            {
                direction = 1;
            }
            if (Mathf.Abs(point[2]) > Mathf.Abs(point[direction]))
            {
                direction = 2;
            }
            distance = point[direction];
        }

Usage Example

示例#1
0
        private void AddHeadCollider()
        {
            if (this.head.GetComponent <Collider>())
            {
                UnityEngine.Object.Destroy(this.head.GetComponent <Collider>());
            }
            float num = Vector3.Distance(this.leftArm.transform.position, this.rightArm.transform.position);

            num /= 4f;
            SphereCollider sphereCollider = this.head.gameObject.AddComponent <SphereCollider>();

            sphereCollider.radius = num;
            Vector3 zero = Vector3.zero;
            int     index;
            float   num2;

            RagdollBuilder.CalculateDirection(this.head.InverseTransformPoint(this.pelvis.position), out index, out num2);
            if (num2 > 0f)
            {
                zero[index] = -num;
            }
            else
            {
                zero[index] = num;
            }
            sphereCollider.center = zero;
        }
All Usage Examples Of UnityEditor.RagdollBuilder::CalculateDirection