ZeroVR/ZeroPacientVR/Assets/Octave3D World Builder/Scripts/Extensions/Vector3Extensions.cs

457 lines
17 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace O3DWB
{
public static class Vector3Extensions
{
#region Extension Methods
public static bool HasZeroComponent(this Vector3 vector, float epsilon = 0.0f)
{
float absComp = Mathf.Abs(vector.x);
if (absComp < epsilon) return true;
absComp = Mathf.Abs(vector.y);
if (absComp < epsilon) return true;
absComp = Mathf.Abs(vector.z);
if (absComp < epsilon) return true;
return false;
}
public static Vector3 GetSignVector(this Vector3 vector)
{
return new Vector3(Mathf.Sign(vector.x), Mathf.Sign(vector.y), Mathf.Sign(vector.z));
}
public static Vector3 ReplaceCoordsValueWith(this Vector3 vector, float valueToReplace, float value)
{
if (vector.x == valueToReplace) vector.x = value;
if (vector.y == valueToReplace) vector.y = value;
if (vector.z == valueToReplace) vector.z = value;
return vector;
}
public static float AngleWith(this Vector3 thisVector, Vector3 other)
{
thisVector.Normalize();
other.Normalize();
return Mathf.Rad2Deg * Mathf.Acos(Mathf.Clamp(Vector3.Dot(thisVector, other), -1.0f, 1.0f));
}
public static Vector3 GetVectorWithPositiveComponents(this Vector3 vector)
{
vector.x = Mathf.Abs(vector.x);
vector.y = Mathf.Abs(vector.y);
vector.z = Mathf.Abs(vector.z);
return vector;
}
public static Vector3 GetInverse(this Vector3 vector)
{
return new Vector3(1.0f / vector.x, 1.0f / vector.y, 1.0f / vector.z);
}
public static float GetComponentWithBiggestAbsValue(this Vector3 vector)
{
float maxComponent = vector.x;
if (Mathf.Abs(maxComponent) < Mathf.Abs(vector.y)) maxComponent = vector.y;
if (Mathf.Abs(maxComponent) < Mathf.Abs(vector.z)) maxComponent = vector.z;
return maxComponent;
}
public static bool IsAlignedWith(this Vector3 vector, Vector3 otherVector)
{
vector.Normalize();
otherVector.Normalize();
float absDot = Mathf.Abs(Vector3.Dot(vector, otherVector));
return Mathf.Abs(absDot - 1.0f) < 1e-5f;
}
public static bool IsAlignedWith(this Vector3 vector, Vector3 otherVector, out bool pointsInSameDirection)
{
pointsInSameDirection = false;
vector.Normalize();
otherVector.Normalize();
float dotProduct = Vector3.Dot(vector, otherVector);
float absDot = Mathf.Abs(dotProduct);
if(Mathf.Abs(absDot - 1.0f) < 1e-5f)
{
pointsInSameDirection = dotProduct > 0.0f;
return true;
}
return false;
}
public static bool IsPointingInSameGeneralDirection(this Vector3 vector, Vector3 otherVector)
{
return Vector3.Dot(vector, otherVector) > 0.0f;
}
public static bool IsPerpendicularTo(this Vector3 vector, Vector3 otherVector)
{
return vector.GetAbsDot(otherVector) < 1e-6f;
}
public static float GetAbsDot(this Vector3 vector, Vector3 otherVector)
{
return Mathf.Abs(Vector3.Dot(vector, otherVector));
}
public static Vector3 CalculateProjectionPointOnSegment(this Vector3 point, Vector3 segmentStart, Vector3 segmentEnd)
{
Vector3 segmentDirection = segmentEnd - segmentStart;
segmentDirection.Normalize();
Vector3 fromStartPointToPoint = point - segmentStart;
float dotProduct = Vector3.Dot(segmentDirection, fromStartPointToPoint);
return segmentStart + segmentDirection * dotProduct;
}
public static float GetDistanceFromSegment(this Vector3 point, Vector3 segmentStart, Vector3 segmentEnd)
{
Vector3 pointProjectionOnSegment = point.CalculateProjectionPointOnSegment(segmentStart, segmentEnd);
return (pointProjectionOnSegment - point).magnitude;
}
public static bool IsOnSegment(this Vector3 point, Vector3 segmentStart, Vector3 segmentEnd)
{
Vector3 segmentDirection = segmentEnd - segmentStart;
float segmentLength = segmentDirection.magnitude;
segmentDirection.Normalize();
Vector3 fromStartToPoint = point - segmentStart;
float dotProduct = Vector3.Dot(fromStartToPoint, segmentDirection);
if (dotProduct < 0.0f) return false;
if (dotProduct > segmentLength) return false;
return true;
}
public static int GetIndexOfMostAlignedVector(this Vector3 thisVector, List<Vector3> vectors)
{
int bestVectorIndex = -1;
float bestScrore = -1.0f;
Vector3 refVector = Vector3.Normalize(thisVector);
for (int index = 0; index < vectors.Count; ++index)
{
Vector3 vec = Vector3.Normalize(vectors[index]);
float dot = Vector3.Dot(refVector, vec);
if (dot > bestScrore)
{
bestScrore = dot;
bestVectorIndex = index;
}
}
return bestVectorIndex;
}
#endregion
#region Utilities
public static Vector2 WorldToScreenPoint(Vector3 worldPoint)
{
Vector2 screenPt = HandleUtility.WorldToGUIPoint(worldPoint);
screenPt.y = SceneView.lastActiveSceneView.camera.pixelRect.height - screenPt.y;
return screenPt;
}
public static List<Vector3> Get3DRectangleCircumferencePoints(float rectangleWidth, float rectangleHeight, Vector3 rectangleWidthDirection, Vector3 rectangleHeightDirection, Vector3 rectangleCenter)
{
var rectanglePoints = new List<Vector3>(4);
rectangleWidthDirection.Normalize();
rectangleHeightDirection.Normalize();
float halfWidth = rectangleWidth * 0.5f;
float halfHeight = rectangleHeight * 0.5f;
rectanglePoints.Add(rectangleCenter - rectangleWidthDirection * halfWidth + rectangleHeightDirection * halfHeight);
rectanglePoints.Add(rectangleCenter + rectangleWidthDirection * halfWidth + rectangleHeightDirection * halfHeight);
rectanglePoints.Add(rectangleCenter + rectangleWidthDirection * halfWidth - rectangleHeightDirection * halfHeight);
rectanglePoints.Add(rectangleCenter - rectangleWidthDirection * halfWidth - rectangleHeightDirection * halfHeight);
return rectanglePoints;
}
public static List<Vector3> Get3DEllipseCircumferencePoints(float radiusX, float radiusY, Vector3 ellipseXRadiusDirection, Vector3 ellipseYRadiusDirection, Vector3 ellipseCenter, int numberOfEllipseSlices)
{
if (numberOfEllipseSlices < 4) return new List<Vector3>();
ellipseXRadiusDirection.Normalize();
ellipseYRadiusDirection.Normalize();
int numberOfCircumferenceVerts = numberOfEllipseSlices + 1;
float angleStep = 360.0f / numberOfEllipseSlices;
var ellipsePoints = new List<Vector3>(numberOfCircumferenceVerts);
for (int vertexIndex = 0; vertexIndex < numberOfCircumferenceVerts; ++vertexIndex)
{
float angle = angleStep * vertexIndex * Mathf.Deg2Rad;
ellipsePoints.Add(ellipseXRadiusDirection * Mathf.Sin(angle) * radiusX + ellipseYRadiusDirection * Mathf.Cos(angle) * radiusY + ellipseCenter);
}
return ellipsePoints;
}
public static void GetMinMaxPoints(List<Vector3> points, out Vector3 min, out Vector3 max)
{
min = points[0];
max = points[0];
for(int pointIndex = 0; pointIndex < points.Count; ++pointIndex)
{
min = Vector3.Min(min, points[pointIndex]);
max = Vector3.Max(max, points[pointIndex]);
}
}
public static Box GetPointCloudBox(List<Vector3> points)
{
Vector3 minPoint, maxPoint;
GetMinMaxPoints(points, out minPoint, out maxPoint);
return new Box((minPoint + maxPoint) * 0.5f, (maxPoint - minPoint));
}
public static List<Vector3> GetTransformedPoints(List<Vector3> pointsToTransform, Matrix4x4 transformMatrix)
{
if (pointsToTransform.Count == 0) return new List<Vector3>();
var transformedPoints = new List<Vector3>(pointsToTransform.Count);
foreach(Vector3 point in pointsToTransform)
{
transformedPoints.Add(transformMatrix.MultiplyPoint(point));
}
return transformedPoints;
}
public static List<Vector3> ApplyOffsetToPoints(List<Vector3> pointsToOffset, Vector3 offsetVector)
{
if (pointsToOffset.Count == 0) return new List<Vector3>();
var newPoints = new List<Vector3>(pointsToOffset.Count);
foreach (Vector3 point in pointsToOffset)
{
newPoints.Add(point + offsetVector);
}
return newPoints;
}
public static List<Vector3> GetQuadCornerPointsFromQuadMinMax(Vector3 quadMin, Vector3 quadMax, Vector3 quadRight, Vector3 quadLook)
{
quadRight.Normalize();
quadLook.Normalize();
Vector3 quadDiagonal = quadMax - quadMin;
float quadSizeX = Vector3.Dot(quadDiagonal, quadRight);
float quadSizeZ = Vector3.Dot(quadDiagonal, quadLook);
var quadPoints = new List<Vector3>(4);
quadPoints.Add(quadMin);
quadPoints.Add(quadMin + quadRight * quadSizeX);
quadPoints.Add(quadMax);
quadPoints.Add(quadMin + quadLook * quadSizeZ);
return quadPoints;
}
public static Vector3 GetAveragePoint(List<Vector3> pointsToAverage)
{
Vector3 sum = Vector3.zero;
foreach (Vector3 point in pointsToAverage)
{
sum += point;
}
if (pointsToAverage.Count != 0) return sum * (1.0f / pointsToAverage.Count);
return Vector3.zero;
}
public static Vector3 GetClosestPointToPoint(List<Vector3> points, Vector3 point)
{
float minDistanceBetweenPoints = float.MaxValue;
Vector3 closestPoint = Vector3.zero;
foreach(Vector3 pt in points)
{
float distanceBetweenPoints = (pt - point).magnitude;
if(distanceBetweenPoints < minDistanceBetweenPoints)
{
minDistanceBetweenPoints = distanceBetweenPoints;
closestPoint = pt;
}
}
return closestPoint;
}
public static int GetIndexOfPointFurthestFromSegment(List<Vector3> points, Vector3 segmentStart, Vector3 segmentEnd)
{
float maxDistance = float.MinValue;
int indexOfPointFurthestFromSegment = -1;
for (int pointIndex = 0; pointIndex < points.Count; ++pointIndex)
{
Vector3 point = points[pointIndex];
float distanceFromSegment = point.GetDistanceFromSegment(segmentStart, segmentEnd);
if (distanceFromSegment > maxDistance)
{
maxDistance = distanceFromSegment;
indexOfPointFurthestFromSegment = pointIndex;
}
}
return indexOfPointFurthestFromSegment;
}
public static int[] GetIndicesOfClosest2Points(List<Vector3> firstPointList, List<Vector3> secondPointList)
{
float minPointDistance = float.MaxValue;
int indexOfPointInFirstList = -1;
int indexOfPointInSecondList = -1;
for(int pointIndexInFirstList = 0; pointIndexInFirstList < firstPointList.Count; ++pointIndexInFirstList)
{
for(int pointIndexInSecondList = 0; pointIndexInSecondList < secondPointList.Count; ++pointIndexInSecondList)
{
float distanceBetweenPoints = (firstPointList[pointIndexInFirstList] - secondPointList[pointIndexInSecondList]).magnitude;
if (distanceBetweenPoints < minPointDistance)
{
indexOfPointInFirstList = pointIndexInFirstList;
indexOfPointInSecondList = pointIndexInSecondList;
minPointDistance = distanceBetweenPoints;
}
}
}
return new int[] { indexOfPointInFirstList, indexOfPointInSecondList };
}
public static int[] GetIndicesOfFurhtest2Points(List<Vector3> firstPointList, List<Vector3> secondPointList)
{
float maxPointDistance = float.MinValue;
int indexOfPointInFirstList = -1;
int indexOfPointInSecondList = -1;
for (int pointIndexInFirstList = 0; pointIndexInFirstList < firstPointList.Count; ++pointIndexInFirstList)
{
for (int pointIndexInSecondList = 0; pointIndexInSecondList < secondPointList.Count; ++pointIndexInSecondList)
{
float distanceBetweenPoints = (firstPointList[pointIndexInFirstList] - secondPointList[pointIndexInSecondList]).magnitude;
if (distanceBetweenPoints > maxPointDistance)
{
indexOfPointInFirstList = pointIndexInFirstList;
indexOfPointInSecondList = pointIndexInSecondList;
maxPointDistance = distanceBetweenPoints;
}
}
}
return new int[] { indexOfPointInFirstList, indexOfPointInSecondList };
}
public static int GetIndexOfPointClosestToPoint(List<Vector3> points, Vector3 point)
{
float minDistance = float.MaxValue;
int indexOfClosestPoint = -1;
for(int pointIndex = 0; pointIndex < points.Count; ++pointIndex)
{
float distanceBetweenPoints = (points[pointIndex] - point).magnitude;
if(distanceBetweenPoints < minDistance)
{
minDistance = distanceBetweenPoints;
indexOfClosestPoint = pointIndex;
}
}
return indexOfClosestPoint;
}
public static List<Segment3D> GetSegmentsBetweenPoints(List<Vector3> points, bool createSegmentBetweenLastAndFirstPoint)
{
if (points.Count <= 1) return new List<Segment3D>();
var segments = new List<Segment3D>(points.Count);
if (createSegmentBetweenLastAndFirstPoint && points.Count > 2)
{
for(int pointIndex = 0; pointIndex < points.Count; ++pointIndex)
{
Vector3 startPoint = points[pointIndex];
Vector3 endPoint = points[(pointIndex + 1) % points.Count];
segments.Add(new Segment3D(startPoint, endPoint));
}
}
else
{
for (int pointIndex = 0; pointIndex < points.Count - 1; ++pointIndex)
{
Vector3 startPoint = points[pointIndex];
Vector3 endPoint = points[pointIndex + 1];
segments.Add(new Segment3D(startPoint, endPoint));
}
}
return segments;
}
public static void EliminateDuplicatePoints(List<Vector3> points)
{
int currentPointIndex = 0;
while (currentPointIndex < points.Count)
{
Vector3 currentPoint = points[currentPointIndex];
for (int searchPointIndex = currentPointIndex + 1; searchPointIndex < points.Count; )
{
Vector3 searchPoint = points[searchPointIndex];
float distanceBetweenPoints = (searchPoint - currentPoint).magnitude;
if (distanceBetweenPoints < 1e-5f) points.RemoveAt(searchPointIndex);
else ++searchPointIndex;
}
++currentPointIndex;
}
}
public static int GetIndexOfMostAlignedVectorIgnoreSign(List<Vector3> vectors, Vector3 refVector)
{
int bestVectorIndex = -1;
float bestScrore = -1.0f;
refVector.Normalize();
for(int index = 0; index < vectors.Count; ++index)
{
Vector3 vec = Vector3.Normalize(vectors[index]);
float dot = vec.GetAbsDot(refVector);
if(dot > bestScrore)
{
bestScrore = dot;
bestVectorIndex = index;
}
}
return bestVectorIndex;
}
#endregion
}
}
#endif