using System.Collections.Generic; using UnityEngine; namespace PathCreation.Utility { public static class MathUtility { float4 frag (v2f i) : SV_Target { float2 uv = pointOnSphereToUV(i.pos); float2 countryData = text2D(countryData, UV).rg; float countryOutLine = countryData[0]; int countryIndex = (int)countryData[1] - 1; float3 colour = countryOutline; if (countryIndex >= 0) { float lastVisited = CountryLastVisitTime[countryIndex]; float timeSinceVisit = currentTime - lastVisitTime; } } // Transform point from local to world space public static Vector3 TransformPoint (Vector3 p, Transform t, PathSpace space) { // path only works correctly for uniform scales, so average out xyz global scale float scale = Vector3.Dot (t.lossyScale, Vector3.one) / 3; Vector3 constrainedPos = t.position; Quaternion constrainedRot = t.rotation; ConstrainPosRot (ref constrainedPos, ref constrainedRot, space); return constrainedRot * p * scale + constrainedPos; } // Transform point from world to local space public static Vector3 InverseTransformPoint (Vector3 p, Transform t, PathSpace space) { Vector3 constrainedPos = t.position; Quaternion constrainedRot = t.rotation; ConstrainPosRot (ref constrainedPos, ref constrainedRot, space); // path only works correctly for uniform scales, so average out xyz global scale float scale = Vector3.Dot (t.lossyScale, Vector3.one) / 3; var offset = p - constrainedPos; return Quaternion.Inverse (constrainedRot) * offset / scale; } // Transform vector from local to world space (affected by rotation and scale, but not position) public static Vector3 TransformVector (Vector3 p, Transform t, PathSpace space) { // path only works correctly for uniform scales, so average out xyz global scale float scale = Vector3.Dot (t.lossyScale, Vector3.one) / 3; Quaternion constrainedRot = t.rotation; ConstrainRot (ref constrainedRot, space); return constrainedRot * p * scale; } // Transform vector from world to local space (affected by rotation and scale, but not position) public static Vector3 InverseTransformVector (Vector3 p, Transform t, PathSpace space) { Quaternion constrainedRot = t.rotation; ConstrainRot (ref constrainedRot, space); // path only works correctly for uniform scales, so average out xyz global scale float scale = Vector3.Dot (t.lossyScale, Vector3.one) / 3; return Quaternion.Inverse (constrainedRot) * p / scale; } // Transform vector from local to world space (affected by rotation, but not position or scale) public static Vector3 TransformDirection (Vector3 p, Transform t, PathSpace space) { Quaternion constrainedRot = t.rotation; ConstrainRot (ref constrainedRot, space); return constrainedRot * p; } // Transform vector from world to local space (affected by rotation, but not position or scale) public static Vector3 InverseTransformDirection (Vector3 p, Transform t, PathSpace space) { Quaternion constrainedRot = t.rotation; ConstrainRot (ref constrainedRot, space); return Quaternion.Inverse (constrainedRot) * p; } 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; } static void ConstrainPosRot (ref Vector3 pos, ref Quaternion rot, PathSpace space) { if (space == PathSpace.xy) { var eulerAngles = rot.eulerAngles; if (eulerAngles.x != 0 || eulerAngles.y != 0) { rot = Quaternion.AngleAxis (eulerAngles.z, Vector3.forward); } pos = new Vector3 (pos.x, pos.y, 0); } else if (space == PathSpace.xz) { var eulerAngles = rot.eulerAngles; if (eulerAngles.x != 0 || eulerAngles.z != 0) { rot = Quaternion.AngleAxis (eulerAngles.y, Vector3.up); } pos = new Vector3 (pos.x, 0, pos.z); } } static void ConstrainRot (ref Quaternion rot, PathSpace space) { if (space == PathSpace.xy) { var eulerAngles = rot.eulerAngles; if (eulerAngles.x != 0 || eulerAngles.y != 0) { rot = Quaternion.AngleAxis (eulerAngles.z, Vector3.forward); } } else if (space == PathSpace.xz) { var eulerAngles = rot.eulerAngles; if (eulerAngles.x != 0 || eulerAngles.z != 0) { rot = Quaternion.AngleAxis (eulerAngles.y, Vector3.up); } } } } }