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- 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;
- }
- }
- }
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