/*
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*/
using UnityEngine;
namespace Paroxe.PdfRenderer.Internal
{
public static class PDFInternalUtils
{
public static float CalculateRectTransformIntersectArea(RectTransform a, RectTransform b)
{
Vector3[] worldCorners = new Vector3[4];
a.GetWorldCorners(worldCorners);
Vector2 min = worldCorners[0];
Vector2 max = worldCorners[0];
for (int i = 1; i < 4; ++i)
{
if (worldCorners[i].x < min.x)
min.x = worldCorners[i].x;
if (worldCorners[i].y < min.y)
min.y = worldCorners[i].y;
if (worldCorners[i].x > max.x)
max.x = worldCorners[i].x;
if (worldCorners[i].y > max.y)
max.y = worldCorners[i].y;
}
Rect ra = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
b.GetWorldCorners(worldCorners);
min = worldCorners[0];
max = worldCorners[0];
for (int i = 1; i < 4; ++i)
{
if (worldCorners[i].x < min.x)
min.x = worldCorners[i].x;
if (worldCorners[i].y < min.y)
min.y = worldCorners[i].y;
if (worldCorners[i].x > max.x)
max.x = worldCorners[i].x;
if (worldCorners[i].y > max.y)
max.y = worldCorners[i].y;
}
Rect rb = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
float x_overlap = Mathf.Min(ra.xMin + ra.width, rb.xMin + rb.width) - Mathf.Max(ra.xMin, rb.xMin) + 1;
float y_overlap = Mathf.Min(ra.yMin + ra.height, rb.yMin + rb.height) - Mathf.Max(ra.yMin, rb.yMin) + 1;
if (x_overlap <= 0.0f || y_overlap <= 0.0f)
return 0.0f;
return x_overlap*y_overlap;
}
public static float CalculateRectTransformVerticalDistance(RectTransform a, RectTransform b)
{
if (CalculateRectTransformIntersectArea(a, b) > 0.0f)
return 0.0f;
Vector3[] worldCorners = new Vector3[4];
a.GetWorldCorners(worldCorners);
Vector2 min = worldCorners[0];
Vector2 max = worldCorners[0];
for (int i = 1; i < 4; ++i)
{
if (worldCorners[i].x < min.x)
min.x = worldCorners[i].x;
if (worldCorners[i].y < min.y)
min.y = worldCorners[i].y;
if (worldCorners[i].x > max.x)
max.x = worldCorners[i].x;
if (worldCorners[i].y > max.y)
max.y = worldCorners[i].y;
}
Rect ra = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
b.GetWorldCorners(worldCorners);
min = worldCorners[0];
max = worldCorners[0];
for (int i = 1; i < 4; ++i)
{
if (worldCorners[i].x < min.x)
min.x = worldCorners[i].x;
if (worldCorners[i].y < min.y)
min.y = worldCorners[i].y;
if (worldCorners[i].x > max.x)
max.x = worldCorners[i].x;
if (worldCorners[i].y > max.y)
max.y = worldCorners[i].y;
}
Rect rb = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
return Mathf.Min(rb.yMin - ra.yMax, rb.yMax - ra.yMin);
}
public static float CubicEaseIn(float currentTime, float startingValue, float finalValue, float duration)
{
return finalValue*(currentTime /= duration)*currentTime*currentTime + startingValue;
}
}
}