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- using UnityEngine;
- using System.Collections;
- namespace RootMotion
- {
- /// <summary>
- /// Helper methods for dealing with 2-dimensional vectors.
- /// </summary>
- public static class V2Tools
- {
- /// <summary>
- /// Converts Vector3 to Vector2 on the XZ plane
- /// </summary>
- public static Vector2 XZ(Vector3 v)
- {
- return new Vector2(v.x, v.z);
- }
- /// <summary>
- /// Returns delta angle from 'dir1' to 'dir2' in degrees.
- /// </summary>
- public static float DeltaAngle(Vector2 dir1, Vector2 dir2)
- {
- float angle1 = Mathf.Atan2(dir1.x, dir1.y) * Mathf.Rad2Deg;
- float angle2 = Mathf.Atan2(dir2.x, dir2.y) * Mathf.Rad2Deg;
- return Mathf.DeltaAngle(angle1, angle2);
- }
- /// <summary>
- /// Returns delta angle from Vector3 'dir1' to Vector3 'dir2' on the XZ plane in degrees.
- /// </summary>
- public static float DeltaAngleXZ(Vector3 dir1, Vector3 dir2)
- {
- float angle1 = Mathf.Atan2(dir1.x, dir1.z) * Mathf.Rad2Deg;
- float angle2 = Mathf.Atan2(dir2.x, dir2.z) * Mathf.Rad2Deg;
- return Mathf.DeltaAngle(angle1, angle2);
- }
- /// <summary>
- /// Returns true if a line from 'p1' to 'p2' intersects a circle with position 'c' and radius 'r'.
- /// </summary>
- public static bool LineCircleIntersect(Vector2 p1, Vector2 p2, Vector2 c, float r)
- {
- Vector2 d = p2 - p1;
- Vector2 f = c - p1;
- float a = Vector2.Dot(d, d);
- float b = 2f * Vector2.Dot(f, d);
- float z = Vector2.Dot(f, f) - r * r;
- float discr = b * b - 4f * a * z;
- if (discr < 0f) return false;
- discr = Mathf.Sqrt(discr);
- float a2 = 2f * a;
- float t1 = (b - discr) / a2;
- float t2 = (b + discr) / a2;
- if (t1 >= 0f && t1 <= 1f) return true;
- if (t2 >= 0f && t2 <= 1f) return true;
- return false;
- }
- /// <summary>
- /// Returns true if an infinite ray 'dir' from position 'p1' intersects a circle with position 'c' and radius 'r'.
- /// </summary>
- public static bool RayCircleIntersect(Vector2 p1, Vector2 dir, Vector2 c, float r)
- {
- Vector2 p2 = p1 + dir;
- p1 -= c;
- p2 -= c;
- float dx = p2.x - p1.x;
- float dy = p2.y - p1.y;
- float dr = Mathf.Sqrt(Mathf.Pow(dx, 2f) + Mathf.Pow(dy, 2f));
- float D = p1.x * p2.y - p2.x * p1.y;
- float discr = Mathf.Pow(r, 2f) * Mathf.Pow(dr, 2f) - Mathf.Pow(D, 2f);
- return discr >= 0f;
- }
- }
- }
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