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using System;
using System.Collections.Generic;
using UnityEngine;
namespace JamUtils
{
public static class ColliderUtility
{
private static readonly List<Vector3> s_Vertices = new List<Vector3>();
private static readonly List<int> s_Triangles = new List<int>();
private static Plane GetWorldTriangle(Transform collider, int index)
{
Vector3 position = ColliderUtility.s_Vertices[ColliderUtility.s_Triangles[3 * index]];
Vector3 position2 = ColliderUtility.s_Vertices[ColliderUtility.s_Triangles[3 * index + 1]];
Vector3 position3 = ColliderUtility.s_Vertices[ColliderUtility.s_Triangles[3 * index + 2]];
return new Plane(collider.TransformPoint(position), collider.TransformPoint(position2), collider.TransformPoint(position3));
}
public static Vector3 FindClosestPoint(Collider collider, Vector3 position)
{
return ColliderUtility.FindClosestPoint(collider, position, false);
}
public static Vector3 FindClosestPoint(Collider collider, Vector3 position, bool ignoreVerticalTriangles)
{
MeshCollider meshCollider;
if ((meshCollider = (collider as MeshCollider)) != null && !meshCollider.convex)
{
Mesh sharedMesh = meshCollider.sharedMesh;
sharedMesh.GetVertices(ColliderUtility.s_Vertices);
Plane plane = default(Plane);
float num = float.PositiveInfinity;
for (int i = 0; i < sharedMesh.subMeshCount; i++)
{
sharedMesh.GetTriangles(ColliderUtility.s_Triangles, i);
int j = 0;
int num2 = ColliderUtility.s_Triangles.Count / 3;
while (j < num2)
{
Plane worldTriangle = ColliderUtility.GetWorldTriangle(meshCollider.transform, j);
float num3 = Mathf.Abs(worldTriangle.GetDistanceToPoint(position));
if ((!ignoreVerticalTriangles || (!(worldTriangle.normal == Vector3.up) && !(worldTriangle.normal == Vector3.down))) && ((i == 0 && j == 0) || num3 < num))
{
plane = worldTriangle;
num = num3;
}
j++;
}
}
return plane.ClosestPointOnPlane(position);
}
return collider.ClosestPoint(position);
}
}
}
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