Aetheria/Assets/Plugins/Celestial Body/Scripts/Script Utilities/MathUtility.cs
Reinier Vens 53a91351b7 Procedural Planets
Integrated Sebastian Lague's Planet Generator
Created Tour function in SectorRenderer which makes the camera follow each terrestrial planet in turn
2020-12-05 23:43:02 +00:00

116 lines
No EOL
4.4 KiB
C#

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);
}
}