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