using System; using UnityEngine; namespace UnityEditor.U2D.Animation { internal static class MathUtility { public static float DistanceToSegmentClamp(Vector3 p, Vector3 p1, Vector3 p2) { float l2 = (p2 - p1).sqrMagnitude; // i.e. |b-a|^2 - avoid a sqrt if (l2 == 0.0) return float.MaxValue; // a == b case float t = Vector3.Dot(p - p1, p2 - p1) / l2; if (t < 0.0) return float.MaxValue; // Beyond the 'a' end of the segment if (t > 1.0) return float.MaxValue; // Beyond the 'b' end of the segment Vector3 projection = p1 + t * (p2 - p1); // Projection falls on the segment return (p - projection).magnitude; } public static Vector2 ClampPositionToRect(Vector2 position, Rect rect) { return new Vector2(Mathf.Clamp(position.x, rect.xMin, rect.xMax), Mathf.Clamp(position.y, rect.yMin, rect.yMax)); } public static Vector2 MoveRectInsideFrame(Rect rect, Rect frame, Vector2 delta) { if (frame.size.x <= rect.size.x) delta.x = 0f; if (frame.size.y <= rect.size.y) delta.y = 0f; Vector2 min = rect.min + delta; Vector2 max = rect.max + delta; Vector2 size = rect.size; Vector2 position = rect.position; max.x = Mathf.Clamp(max.x, frame.min.x, frame.max.x); max.y = Mathf.Clamp(max.y, frame.min.y, frame.max.y); min = max - size; min.x = Mathf.Clamp(min.x, frame.min.x, frame.max.x); min.y = Mathf.Clamp(min.y, frame.min.y, frame.max.y); max = min + size; rect.min = min; rect.max = max; delta = rect.position - position; return delta; } public static bool SegmentIntersection(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, ref Vector2 point) { Vector2 s1 = p1 - p0; Vector2 s2 = p3 - p2; float s, t, determinant; determinant = (s1.x * s2.y - s2.x * s1.y); if (Mathf.Approximately(determinant, 0f)) return false; s = (-s1.y * (p0.x - p2.x) + s1.x * (p0.y - p2.y)) / determinant; t = (s2.x * (p0.y - p2.y) - s2.y * (p0.x - p2.x)) / determinant; if (s >= 0f && s <= 1f && t >= 0f && t <= 1f) { point = p0 + (t * s1); return true; } return false; } //https://gamedev.stackexchange.com/a/49370 public static void Barycentric(Vector2 p, Vector2 a, Vector2 b, Vector2 c, out Vector3 coords) { Vector2 v0 = b - a, v1 = c - a, v2 = p - a; float d00 = Vector2.Dot(v0, v0); float d01 = Vector2.Dot(v0, v1); float d11 = Vector2.Dot(v1, v1); float d20 = Vector2.Dot(v2, v0); float d21 = Vector2.Dot(v2, v1); float invDenom = 1f / (d00 * d11 - d01 * d01); coords.y = (d11 * d20 - d01 * d21) * invDenom; coords.z = (d00 * d21 - d01 * d20) * invDenom; coords.x = 1f - coords.y - coords.z; } public static Quaternion NormalizeQuaternion(Quaternion q) { Vector4 v = new Vector4(q.x, q.y, q.z, q.w).normalized; return new Quaternion(v.x, v.y, v.z, v.w); } //From: https://answers.unity.com/questions/861719/a-fast-triangle-triangle-intersection-algorithm-fo.html public static bool Intersect(Vector3 p1, Vector3 p2, Vector3 p3, Ray ray) { Vector3 e1, e2; Vector3 p, q, t; float det, invDet, u, v; e1 = p2 - p1; e2 = p3 - p1; p = Vector3.Cross(ray.direction, e2); det = Vector3.Dot(e1, p); if (Mathf.Approximately(det, 0f)) return false; invDet = 1.0f / det; t = ray.origin - p1; u = Vector3.Dot(t, p) * invDet; if (u < 0 || u > 1) return false; q = Vector3.Cross(t, e1); v = Vector3.Dot(ray.direction, q) * invDet; if (v < 0 || u + v > 1) return false; if ((Vector3.Dot(e2, q) * invDet) > 0f) return true; return false; } } }