修改水

This commit is contained in:
2026-01-01 22:00:33 +08:00
parent 040a222bd6
commit 9ceffccd39
1800 changed files with 103929 additions and 139495 deletions

View File

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