修改水
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@@ -63,13 +63,13 @@ namespace Obi
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Matrix4x4 solver2World = solver.transform.localToWorldMatrix;
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// Find the closest particle hit by the ray:
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for (int i = 0; i < solver.positions.count; ++i)
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for (int i = 0; i < solver.renderablePositions.count; ++i)
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{
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Vector3 worldPos = solver2World.MultiplyPoint3x4(solver.positions[i]);
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Vector3 worldPos = solver2World.MultiplyPoint3x4(solver.renderablePositions[i]);
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float mu;
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Vector3 projected = ObiUtils.ProjectPointLine(ray.origin, ray.origin + ray.direction, worldPos, out mu, false);
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Vector3 projected = ObiUtils.ProjectPointLine(worldPos, ray.origin, ray.origin + ray.direction, out mu, false);
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float distanceToRay = Vector3.SqrMagnitude(worldPos - projected);
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// Disregard particles behind the camera:
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@@ -88,7 +88,7 @@ namespace Obi
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if (pickedParticleIndex >= 0)
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{
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pickedParticleDepth = Camera.main.transform.InverseTransformVector(solver2World.MultiplyPoint3x4(solver.positions[pickedParticleIndex]) - Camera.main.transform.position).z;
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pickedParticleDepth = Camera.main.transform.InverseTransformVector(solver2World.MultiplyPoint3x4(solver.renderablePositions[pickedParticleIndex]) - Camera.main.transform.position).z;
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if (OnParticlePicked != null)
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{
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