Vector3Extensions.cs 17 KB

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  1. #if UNITY_EDITOR
  2. using UnityEngine;
  3. using UnityEditor;
  4. using System.Collections.Generic;
  5. namespace O3DWB
  6. {
  7. public static class Vector3Extensions
  8. {
  9. #region Extension Methods
  10. public static bool HasZeroComponent(this Vector3 vector, float epsilon = 0.0f)
  11. {
  12. float absComp = Mathf.Abs(vector.x);
  13. if (absComp < epsilon) return true;
  14. absComp = Mathf.Abs(vector.y);
  15. if (absComp < epsilon) return true;
  16. absComp = Mathf.Abs(vector.z);
  17. if (absComp < epsilon) return true;
  18. return false;
  19. }
  20. public static Vector3 GetSignVector(this Vector3 vector)
  21. {
  22. return new Vector3(Mathf.Sign(vector.x), Mathf.Sign(vector.y), Mathf.Sign(vector.z));
  23. }
  24. public static Vector3 ReplaceCoordsValueWith(this Vector3 vector, float valueToReplace, float value)
  25. {
  26. if (vector.x == valueToReplace) vector.x = value;
  27. if (vector.y == valueToReplace) vector.y = value;
  28. if (vector.z == valueToReplace) vector.z = value;
  29. return vector;
  30. }
  31. public static float AngleWith(this Vector3 thisVector, Vector3 other)
  32. {
  33. thisVector.Normalize();
  34. other.Normalize();
  35. return Mathf.Rad2Deg * Mathf.Acos(Mathf.Clamp(Vector3.Dot(thisVector, other), -1.0f, 1.0f));
  36. }
  37. public static Vector3 GetVectorWithPositiveComponents(this Vector3 vector)
  38. {
  39. vector.x = Mathf.Abs(vector.x);
  40. vector.y = Mathf.Abs(vector.y);
  41. vector.z = Mathf.Abs(vector.z);
  42. return vector;
  43. }
  44. public static Vector3 GetInverse(this Vector3 vector)
  45. {
  46. return new Vector3(1.0f / vector.x, 1.0f / vector.y, 1.0f / vector.z);
  47. }
  48. public static float GetComponentWithBiggestAbsValue(this Vector3 vector)
  49. {
  50. float maxComponent = vector.x;
  51. if (Mathf.Abs(maxComponent) < Mathf.Abs(vector.y)) maxComponent = vector.y;
  52. if (Mathf.Abs(maxComponent) < Mathf.Abs(vector.z)) maxComponent = vector.z;
  53. return maxComponent;
  54. }
  55. public static bool IsAlignedWith(this Vector3 vector, Vector3 otherVector)
  56. {
  57. vector.Normalize();
  58. otherVector.Normalize();
  59. float absDot = Mathf.Abs(Vector3.Dot(vector, otherVector));
  60. return Mathf.Abs(absDot - 1.0f) < 1e-5f;
  61. }
  62. public static bool IsAlignedWith(this Vector3 vector, Vector3 otherVector, out bool pointsInSameDirection)
  63. {
  64. pointsInSameDirection = false;
  65. vector.Normalize();
  66. otherVector.Normalize();
  67. float dotProduct = Vector3.Dot(vector, otherVector);
  68. float absDot = Mathf.Abs(dotProduct);
  69. if(Mathf.Abs(absDot - 1.0f) < 1e-5f)
  70. {
  71. pointsInSameDirection = dotProduct > 0.0f;
  72. return true;
  73. }
  74. return false;
  75. }
  76. public static bool IsPointingInSameGeneralDirection(this Vector3 vector, Vector3 otherVector)
  77. {
  78. return Vector3.Dot(vector, otherVector) > 0.0f;
  79. }
  80. public static bool IsPerpendicularTo(this Vector3 vector, Vector3 otherVector)
  81. {
  82. return vector.GetAbsDot(otherVector) < 1e-6f;
  83. }
  84. public static float GetAbsDot(this Vector3 vector, Vector3 otherVector)
  85. {
  86. return Mathf.Abs(Vector3.Dot(vector, otherVector));
  87. }
  88. public static Vector3 CalculateProjectionPointOnSegment(this Vector3 point, Vector3 segmentStart, Vector3 segmentEnd)
  89. {
  90. Vector3 segmentDirection = segmentEnd - segmentStart;
  91. segmentDirection.Normalize();
  92. Vector3 fromStartPointToPoint = point - segmentStart;
  93. float dotProduct = Vector3.Dot(segmentDirection, fromStartPointToPoint);
  94. return segmentStart + segmentDirection * dotProduct;
  95. }
  96. public static float GetDistanceFromSegment(this Vector3 point, Vector3 segmentStart, Vector3 segmentEnd)
  97. {
  98. Vector3 pointProjectionOnSegment = point.CalculateProjectionPointOnSegment(segmentStart, segmentEnd);
  99. return (pointProjectionOnSegment - point).magnitude;
  100. }
  101. public static bool IsOnSegment(this Vector3 point, Vector3 segmentStart, Vector3 segmentEnd)
  102. {
  103. Vector3 segmentDirection = segmentEnd - segmentStart;
  104. float segmentLength = segmentDirection.magnitude;
  105. segmentDirection.Normalize();
  106. Vector3 fromStartToPoint = point - segmentStart;
  107. float dotProduct = Vector3.Dot(fromStartToPoint, segmentDirection);
  108. if (dotProduct < 0.0f) return false;
  109. if (dotProduct > segmentLength) return false;
  110. return true;
  111. }
  112. public static int GetIndexOfMostAlignedVector(this Vector3 thisVector, List<Vector3> vectors)
  113. {
  114. int bestVectorIndex = -1;
  115. float bestScrore = -1.0f;
  116. Vector3 refVector = Vector3.Normalize(thisVector);
  117. for (int index = 0; index < vectors.Count; ++index)
  118. {
  119. Vector3 vec = Vector3.Normalize(vectors[index]);
  120. float dot = Vector3.Dot(refVector, vec);
  121. if (dot > bestScrore)
  122. {
  123. bestScrore = dot;
  124. bestVectorIndex = index;
  125. }
  126. }
  127. return bestVectorIndex;
  128. }
  129. #endregion
  130. #region Utilities
  131. public static Vector2 WorldToScreenPoint(Vector3 worldPoint)
  132. {
  133. Vector2 screenPt = HandleUtility.WorldToGUIPoint(worldPoint);
  134. screenPt.y = SceneView.lastActiveSceneView.camera.pixelRect.height - screenPt.y;
  135. return screenPt;
  136. }
  137. public static List<Vector3> Get3DRectangleCircumferencePoints(float rectangleWidth, float rectangleHeight, Vector3 rectangleWidthDirection, Vector3 rectangleHeightDirection, Vector3 rectangleCenter)
  138. {
  139. var rectanglePoints = new List<Vector3>(4);
  140. rectangleWidthDirection.Normalize();
  141. rectangleHeightDirection.Normalize();
  142. float halfWidth = rectangleWidth * 0.5f;
  143. float halfHeight = rectangleHeight * 0.5f;
  144. rectanglePoints.Add(rectangleCenter - rectangleWidthDirection * halfWidth + rectangleHeightDirection * halfHeight);
  145. rectanglePoints.Add(rectangleCenter + rectangleWidthDirection * halfWidth + rectangleHeightDirection * halfHeight);
  146. rectanglePoints.Add(rectangleCenter + rectangleWidthDirection * halfWidth - rectangleHeightDirection * halfHeight);
  147. rectanglePoints.Add(rectangleCenter - rectangleWidthDirection * halfWidth - rectangleHeightDirection * halfHeight);
  148. return rectanglePoints;
  149. }
  150. public static List<Vector3> Get3DEllipseCircumferencePoints(float radiusX, float radiusY, Vector3 ellipseXRadiusDirection, Vector3 ellipseYRadiusDirection, Vector3 ellipseCenter, int numberOfEllipseSlices)
  151. {
  152. if (numberOfEllipseSlices < 4) return new List<Vector3>();
  153. ellipseXRadiusDirection.Normalize();
  154. ellipseYRadiusDirection.Normalize();
  155. int numberOfCircumferenceVerts = numberOfEllipseSlices + 1;
  156. float angleStep = 360.0f / numberOfEllipseSlices;
  157. var ellipsePoints = new List<Vector3>(numberOfCircumferenceVerts);
  158. for (int vertexIndex = 0; vertexIndex < numberOfCircumferenceVerts; ++vertexIndex)
  159. {
  160. float angle = angleStep * vertexIndex * Mathf.Deg2Rad;
  161. ellipsePoints.Add(ellipseXRadiusDirection * Mathf.Sin(angle) * radiusX + ellipseYRadiusDirection * Mathf.Cos(angle) * radiusY + ellipseCenter);
  162. }
  163. return ellipsePoints;
  164. }
  165. public static void GetMinMaxPoints(List<Vector3> points, out Vector3 min, out Vector3 max)
  166. {
  167. min = points[0];
  168. max = points[0];
  169. for(int pointIndex = 0; pointIndex < points.Count; ++pointIndex)
  170. {
  171. min = Vector3.Min(min, points[pointIndex]);
  172. max = Vector3.Max(max, points[pointIndex]);
  173. }
  174. }
  175. public static Box GetPointCloudBox(List<Vector3> points)
  176. {
  177. Vector3 minPoint, maxPoint;
  178. GetMinMaxPoints(points, out minPoint, out maxPoint);
  179. return new Box((minPoint + maxPoint) * 0.5f, (maxPoint - minPoint));
  180. }
  181. public static List<Vector3> GetTransformedPoints(List<Vector3> pointsToTransform, Matrix4x4 transformMatrix)
  182. {
  183. if (pointsToTransform.Count == 0) return new List<Vector3>();
  184. var transformedPoints = new List<Vector3>(pointsToTransform.Count);
  185. foreach(Vector3 point in pointsToTransform)
  186. {
  187. transformedPoints.Add(transformMatrix.MultiplyPoint(point));
  188. }
  189. return transformedPoints;
  190. }
  191. public static List<Vector3> ApplyOffsetToPoints(List<Vector3> pointsToOffset, Vector3 offsetVector)
  192. {
  193. if (pointsToOffset.Count == 0) return new List<Vector3>();
  194. var newPoints = new List<Vector3>(pointsToOffset.Count);
  195. foreach (Vector3 point in pointsToOffset)
  196. {
  197. newPoints.Add(point + offsetVector);
  198. }
  199. return newPoints;
  200. }
  201. public static List<Vector3> GetQuadCornerPointsFromQuadMinMax(Vector3 quadMin, Vector3 quadMax, Vector3 quadRight, Vector3 quadLook)
  202. {
  203. quadRight.Normalize();
  204. quadLook.Normalize();
  205. Vector3 quadDiagonal = quadMax - quadMin;
  206. float quadSizeX = Vector3.Dot(quadDiagonal, quadRight);
  207. float quadSizeZ = Vector3.Dot(quadDiagonal, quadLook);
  208. var quadPoints = new List<Vector3>(4);
  209. quadPoints.Add(quadMin);
  210. quadPoints.Add(quadMin + quadRight * quadSizeX);
  211. quadPoints.Add(quadMax);
  212. quadPoints.Add(quadMin + quadLook * quadSizeZ);
  213. return quadPoints;
  214. }
  215. public static Vector3 GetAveragePoint(List<Vector3> pointsToAverage)
  216. {
  217. Vector3 sum = Vector3.zero;
  218. foreach (Vector3 point in pointsToAverage)
  219. {
  220. sum += point;
  221. }
  222. if (pointsToAverage.Count != 0) return sum * (1.0f / pointsToAverage.Count);
  223. return Vector3.zero;
  224. }
  225. public static Vector3 GetClosestPointToPoint(List<Vector3> points, Vector3 point)
  226. {
  227. float minDistanceBetweenPoints = float.MaxValue;
  228. Vector3 closestPoint = Vector3.zero;
  229. foreach(Vector3 pt in points)
  230. {
  231. float distanceBetweenPoints = (pt - point).magnitude;
  232. if(distanceBetweenPoints < minDistanceBetweenPoints)
  233. {
  234. minDistanceBetweenPoints = distanceBetweenPoints;
  235. closestPoint = pt;
  236. }
  237. }
  238. return closestPoint;
  239. }
  240. public static int GetIndexOfPointFurthestFromSegment(List<Vector3> points, Vector3 segmentStart, Vector3 segmentEnd)
  241. {
  242. float maxDistance = float.MinValue;
  243. int indexOfPointFurthestFromSegment = -1;
  244. for (int pointIndex = 0; pointIndex < points.Count; ++pointIndex)
  245. {
  246. Vector3 point = points[pointIndex];
  247. float distanceFromSegment = point.GetDistanceFromSegment(segmentStart, segmentEnd);
  248. if (distanceFromSegment > maxDistance)
  249. {
  250. maxDistance = distanceFromSegment;
  251. indexOfPointFurthestFromSegment = pointIndex;
  252. }
  253. }
  254. return indexOfPointFurthestFromSegment;
  255. }
  256. public static int[] GetIndicesOfClosest2Points(List<Vector3> firstPointList, List<Vector3> secondPointList)
  257. {
  258. float minPointDistance = float.MaxValue;
  259. int indexOfPointInFirstList = -1;
  260. int indexOfPointInSecondList = -1;
  261. for(int pointIndexInFirstList = 0; pointIndexInFirstList < firstPointList.Count; ++pointIndexInFirstList)
  262. {
  263. for(int pointIndexInSecondList = 0; pointIndexInSecondList < secondPointList.Count; ++pointIndexInSecondList)
  264. {
  265. float distanceBetweenPoints = (firstPointList[pointIndexInFirstList] - secondPointList[pointIndexInSecondList]).magnitude;
  266. if (distanceBetweenPoints < minPointDistance)
  267. {
  268. indexOfPointInFirstList = pointIndexInFirstList;
  269. indexOfPointInSecondList = pointIndexInSecondList;
  270. minPointDistance = distanceBetweenPoints;
  271. }
  272. }
  273. }
  274. return new int[] { indexOfPointInFirstList, indexOfPointInSecondList };
  275. }
  276. public static int[] GetIndicesOfFurhtest2Points(List<Vector3> firstPointList, List<Vector3> secondPointList)
  277. {
  278. float maxPointDistance = float.MinValue;
  279. int indexOfPointInFirstList = -1;
  280. int indexOfPointInSecondList = -1;
  281. for (int pointIndexInFirstList = 0; pointIndexInFirstList < firstPointList.Count; ++pointIndexInFirstList)
  282. {
  283. for (int pointIndexInSecondList = 0; pointIndexInSecondList < secondPointList.Count; ++pointIndexInSecondList)
  284. {
  285. float distanceBetweenPoints = (firstPointList[pointIndexInFirstList] - secondPointList[pointIndexInSecondList]).magnitude;
  286. if (distanceBetweenPoints > maxPointDistance)
  287. {
  288. indexOfPointInFirstList = pointIndexInFirstList;
  289. indexOfPointInSecondList = pointIndexInSecondList;
  290. maxPointDistance = distanceBetweenPoints;
  291. }
  292. }
  293. }
  294. return new int[] { indexOfPointInFirstList, indexOfPointInSecondList };
  295. }
  296. public static int GetIndexOfPointClosestToPoint(List<Vector3> points, Vector3 point)
  297. {
  298. float minDistance = float.MaxValue;
  299. int indexOfClosestPoint = -1;
  300. for(int pointIndex = 0; pointIndex < points.Count; ++pointIndex)
  301. {
  302. float distanceBetweenPoints = (points[pointIndex] - point).magnitude;
  303. if(distanceBetweenPoints < minDistance)
  304. {
  305. minDistance = distanceBetweenPoints;
  306. indexOfClosestPoint = pointIndex;
  307. }
  308. }
  309. return indexOfClosestPoint;
  310. }
  311. public static List<Segment3D> GetSegmentsBetweenPoints(List<Vector3> points, bool createSegmentBetweenLastAndFirstPoint)
  312. {
  313. if (points.Count <= 1) return new List<Segment3D>();
  314. var segments = new List<Segment3D>(points.Count);
  315. if (createSegmentBetweenLastAndFirstPoint && points.Count > 2)
  316. {
  317. for(int pointIndex = 0; pointIndex < points.Count; ++pointIndex)
  318. {
  319. Vector3 startPoint = points[pointIndex];
  320. Vector3 endPoint = points[(pointIndex + 1) % points.Count];
  321. segments.Add(new Segment3D(startPoint, endPoint));
  322. }
  323. }
  324. else
  325. {
  326. for (int pointIndex = 0; pointIndex < points.Count - 1; ++pointIndex)
  327. {
  328. Vector3 startPoint = points[pointIndex];
  329. Vector3 endPoint = points[pointIndex + 1];
  330. segments.Add(new Segment3D(startPoint, endPoint));
  331. }
  332. }
  333. return segments;
  334. }
  335. public static void EliminateDuplicatePoints(List<Vector3> points)
  336. {
  337. int currentPointIndex = 0;
  338. while (currentPointIndex < points.Count)
  339. {
  340. Vector3 currentPoint = points[currentPointIndex];
  341. for (int searchPointIndex = currentPointIndex + 1; searchPointIndex < points.Count; )
  342. {
  343. Vector3 searchPoint = points[searchPointIndex];
  344. float distanceBetweenPoints = (searchPoint - currentPoint).magnitude;
  345. if (distanceBetweenPoints < 1e-5f) points.RemoveAt(searchPointIndex);
  346. else ++searchPointIndex;
  347. }
  348. ++currentPointIndex;
  349. }
  350. }
  351. public static int GetIndexOfMostAlignedVectorIgnoreSign(List<Vector3> vectors, Vector3 refVector)
  352. {
  353. int bestVectorIndex = -1;
  354. float bestScrore = -1.0f;
  355. refVector.Normalize();
  356. for(int index = 0; index < vectors.Count; ++index)
  357. {
  358. Vector3 vec = Vector3.Normalize(vectors[index]);
  359. float dot = vec.GetAbsDot(refVector);
  360. if(dot > bestScrore)
  361. {
  362. bestScrore = dot;
  363. bestVectorIndex = index;
  364. }
  365. }
  366. return bestVectorIndex;
  367. }
  368. #endregion
  369. }
  370. }
  371. #endif