using System.Collections; using System.Collections.Generic; using UnityEngine; public static class MathUtility { public static bool RaySphere (Vector3 centre, float radius, Vector3 rayOrigin, Vector3 rayDir, out Vector3 intersectionPoint) { // See: http://viclw17.github.io/2018/07/16/raytracing-ray-sphere-intersection/ Vector3 offset = rayOrigin - centre; float a = Vector3.Dot (rayDir, rayDir); // sqr ray length (in case of non-normalized rayDir) float b = 2 * Vector3.Dot (offset, rayDir); float c = Vector3.Dot (offset, offset) - radius * radius; float discriminant = b * b - 4 * a * c; // No intersections: discriminant < 0 // 1 intersection: discriminant == 0 // 2 intersections: discriminant > 0 if (discriminant >= 0) { float t = (-b - Mathf.Sqrt (discriminant)) / (2 * a); //float t2 = (-b + Mathf.Sqrt (discriminant)) / (2 * a); // The further away intersection point // If t is negative, the intersection was in negative ray direction so ignore it if (t >= 0) { intersectionPoint = rayOrigin + rayDir * t; return true; } } intersectionPoint = Vector3.zero; return false; } public static bool LineSegmentsIntersect (Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2) { float d = (b2.x - b1.x) * (a1.y - a2.y) - (a1.x - a2.x) * (b2.y - b1.y); if (d == 0) return false; float t = ((b1.y - b2.y) * (a1.x - b1.x) + (b2.x - b1.x) * (a1.y - b1.y)) / d; float u = ((a1.y - a2.y) * (a1.x - b1.x) + (a2.x - a1.x) * (a1.y - b1.y)) / d; return t >= 0 && t <= 1 && u >= 0 && u <= 1; } public static bool LinesIntersect (Vector2 a1, Vector2 a2, Vector2 a3, Vector2 a4) { return (a1.x - a2.x) * (a3.y - a4.y) - (a1.y - a2.y) * (a3.x - a4.x) != 0; } public static Vector2 PointOfLineLineIntersection (Vector2 a1, Vector2 a2, Vector2 a3, Vector2 a4) { float d = (a1.x - a2.x) * (a3.y - a4.y) - (a1.y - a2.y) * (a3.x - a4.x); if (d == 0) { Debug.LogError ("Lines are parallel, please check that this is not the case before calling line intersection method"); return Vector2.zero; } else { float n = (a1.x - a3.x) * (a3.y - a4.y) - (a1.y - a3.y) * (a3.x - a4.x); float t = n / d; return a1 + (a2 - a1) * t; } } public static Vector2 ClosestPointOnLineSegment (Vector2 p, Vector2 a, Vector2 b) { Vector2 aB = b - a; Vector2 aP = p - a; float sqrLenAB = aB.sqrMagnitude; if (sqrLenAB == 0) return a; float t = Mathf.Clamp01 (Vector2.Dot (aP, aB) / sqrLenAB); return a + aB * t; } public static Vector3 ClosestPointOnLineSegment (Vector3 p, Vector3 a, Vector3 b) { Vector3 aB = b - a; Vector3 aP = p - a; float sqrLenAB = aB.sqrMagnitude; if (sqrLenAB == 0) return a; float t = Mathf.Clamp01 (Vector3.Dot (aP, aB) / sqrLenAB); return a + aB * t; } public static int SideOfLine (Vector2 a, Vector2 b, Vector2 c) { return (int) Mathf.Sign ((c.x - a.x) * (-b.y + a.y) + (c.y - a.y) * (b.x - a.x)); } /// returns the smallest angle between ABC. Never greater than 180 public static float MinAngle (Vector3 a, Vector3 b, Vector3 c) { return Vector3.Angle ((a - b), (c - b)); } public static bool PointInTriangle (Vector2 a, Vector2 b, Vector2 c, Vector2 p) { float area = 0.5f * (-b.y * c.x + a.y * (-b.x + c.x) + a.x * (b.y - c.y) + b.x * c.y); float s = 1 / (2 * area) * (a.y * c.x - a.x * c.y + (c.y - a.y) * p.x + (a.x - c.x) * p.y); float t = 1 / (2 * area) * (a.x * b.y - a.y * b.x + (a.y - b.y) * p.x + (b.x - a.x) * p.y); return s >= 0 && t >= 0 && (s + t) <= 1; } public static bool PointsAreClockwise (Vector2[] points) { float signedArea = 0; for (int i = 0; i < points.Length; i++) { int nextIndex = (i + 1) % points.Length; signedArea += (points[nextIndex].x - points[i].x) * (points[nextIndex].y + points[i].y); } return signedArea >= 0; } public static Vector2 V3ToXZ (Vector3 v3) { return new Vector2 (v3.x, v3.z); } public static Vector3 V2ToXYZ (Vector2 v2, float yValue) { return new Vector3 (v2.x, yValue, v2.y); } }