forked from Syomus/ProceduralToolkit
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Distance3D.cs
330 lines (285 loc) · 12.1 KB
/
Distance3D.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
using UnityEngine;
namespace ProceduralToolkit
{
/// <summary>
/// Collection of distance calculation algorithms
/// </summary>
public static partial class Distance
{
#region Point-Line
/// <summary>
/// Returns a distance to the closest point on the line
/// </summary>
public static float PointLine(Vector3 point, Line3 line)
{
return Vector3.Distance(point, Closest.PointLine(point, line));
}
/// <summary>
/// Returns a distance to the closest point on the line
/// </summary>
public static float PointLine(Vector3 point, Vector3 lineOrigin, Vector3 lineDirection)
{
return Vector3.Distance(point, Closest.PointLine(point, lineOrigin, lineDirection));
}
#endregion Point-Line
#region Point-Ray
/// <summary>
/// Returns a distance to the closest point on the ray
/// </summary>
public static float PointRay(Vector3 point, Ray ray)
{
return Vector3.Distance(point, Closest.PointRay(point, ray));
}
/// <summary>
/// Returns a distance to the closest point on the ray
/// </summary>
public static float PointRay(Vector3 point, Vector3 rayOrigin, Vector3 rayDirection)
{
return Vector3.Distance(point, Closest.PointRay(point, rayOrigin, rayDirection));
}
#endregion Point-Ray
#region Point-Segment
/// <summary>
/// Returns a distance to the closest point on the segment
/// </summary>
public static float PointSegment(Vector3 point, Segment3 segment)
{
return Vector3.Distance(point, Closest.PointSegment(point, segment));
}
/// <summary>
/// Returns a distance to the closest point on the segment
/// </summary>
public static float PointSegment(Vector3 point, Vector3 segmentA, Vector3 segmentB)
{
return Vector3.Distance(point, Closest.PointSegment(point, segmentA, segmentB));
}
#endregion Point-Segment
#region Point-Sphere
/// <summary>
/// Returns a distance to the closest point on the sphere
/// </summary>
/// <returns>Positive value if the point is outside, negative otherwise</returns>
public static float PointSphere(Vector3 point, Sphere sphere)
{
return PointSphere(point, sphere.center, sphere.radius);
}
/// <summary>
/// Returns a distance to the closest point on the sphere
/// </summary>
/// <returns>Positive value if the point is outside, negative otherwise</returns>
public static float PointSphere(Vector3 point, Vector3 sphereCenter, float sphereRadius)
{
return (sphereCenter - point).magnitude - sphereRadius;
}
#endregion Point-Sphere
#region Line-Sphere
/// <summary>
/// Returns the distance between the closest points on the line and the sphere
/// </summary>
public static float LineSphere(Line3 line, Sphere sphere)
{
return LineSphere(line.origin, line.direction, sphere.center, sphere.radius);
}
/// <summary>
/// Returns the distance between the closest points on the line and the sphere
/// </summary>
public static float LineSphere(Vector3 lineOrigin, Vector3 lineDirection, Vector3 sphereCenter, float sphereRadius)
{
Vector3 originToCenter = sphereCenter - lineOrigin;
float centerProjection = Vector3.Dot(lineDirection, originToCenter);
float sqrDistanceToLine = originToCenter.sqrMagnitude - centerProjection*centerProjection;
float sqrDistanceToIntersection = sphereRadius*sphereRadius - sqrDistanceToLine;
if (sqrDistanceToIntersection < -Geometry.Epsilon)
{
// No intersection
return Mathf.Sqrt(sqrDistanceToLine) - sphereRadius;
}
return 0;
}
#endregion Line-Sphere
#region Ray-Sphere
/// <summary>
/// Returns the distance between the closest points on the ray and the sphere
/// </summary>
public static float RaySphere(Ray ray, Sphere sphere)
{
return RaySphere(ray.origin, ray.direction, sphere.center, sphere.radius);
}
/// <summary>
/// Returns the distance between the closest points on the ray and the sphere
/// </summary>
public static float RaySphere(Vector3 rayOrigin, Vector3 rayDirection, Vector3 sphereCenter, float sphereRadius)
{
Vector3 originToCenter = sphereCenter - rayOrigin;
float centerProjection = Vector3.Dot(rayDirection, originToCenter);
if (centerProjection + sphereRadius < -Geometry.Epsilon)
{
// No intersection
return Mathf.Sqrt(originToCenter.sqrMagnitude) - sphereRadius;
}
float sqrDistanceToOrigin = originToCenter.sqrMagnitude;
float sqrDistanceToLine = sqrDistanceToOrigin - centerProjection*centerProjection;
float sqrDistanceToIntersection = sphereRadius*sphereRadius - sqrDistanceToLine;
if (sqrDistanceToIntersection < -Geometry.Epsilon)
{
// No intersection
if (centerProjection < -Geometry.Epsilon)
{
return Mathf.Sqrt(sqrDistanceToOrigin) - sphereRadius;
}
return Mathf.Sqrt(sqrDistanceToLine) - sphereRadius;
}
if (sqrDistanceToIntersection < Geometry.Epsilon)
{
if (centerProjection < -Geometry.Epsilon)
{
// No intersection
return Mathf.Sqrt(sqrDistanceToOrigin) - sphereRadius;
}
// Point intersection
return 0;
}
// Line intersection
float distanceToIntersection = Mathf.Sqrt(sqrDistanceToIntersection);
float distanceA = centerProjection - distanceToIntersection;
float distanceB = centerProjection + distanceToIntersection;
if (distanceA < -Geometry.Epsilon)
{
if (distanceB < -Geometry.Epsilon)
{
// No intersection
return Mathf.Sqrt(sqrDistanceToOrigin) - sphereRadius;
}
// Point intersection;
return 0;
}
// Two points intersection;
return 0;
}
#endregion Ray-Sphere
#region Segment-Sphere
/// <summary>
/// Returns the distance between the closest points on the segment and the sphere
/// </summary>
public static float SegmentSphere(Segment3 segment, Sphere sphere)
{
return SegmentSphere(segment.a, segment.b, sphere.center, sphere.radius);
}
/// <summary>
/// Returns the distance between the closest points on the segment and the sphere
/// </summary>
public static float SegmentSphere(Vector3 segmentA, Vector3 segmentB, Vector3 sphereCenter, float sphereRadius)
{
Vector3 segmentAToCenter = sphereCenter - segmentA;
Vector3 fromAtoB = segmentB - segmentA;
float segmentLength = fromAtoB.magnitude;
if (segmentLength < Geometry.Epsilon)
{
return segmentAToCenter.magnitude - sphereRadius;
}
Vector3 segmentDirection = fromAtoB.normalized;
float centerProjection = Vector3.Dot(segmentDirection, segmentAToCenter);
if (centerProjection + sphereRadius < -Geometry.Epsilon ||
centerProjection - sphereRadius > segmentLength + Geometry.Epsilon)
{
// No intersection
if (centerProjection < 0)
{
return segmentAToCenter.magnitude - sphereRadius;
}
return (sphereCenter - segmentB).magnitude - sphereRadius;
}
float sqrDistanceToA = segmentAToCenter.sqrMagnitude;
float sqrDistanceToLine = sqrDistanceToA - centerProjection*centerProjection;
float sqrDistanceToIntersection = sphereRadius*sphereRadius - sqrDistanceToLine;
if (sqrDistanceToIntersection < -Geometry.Epsilon)
{
// No intersection
if (centerProjection < -Geometry.Epsilon)
{
return Mathf.Sqrt(sqrDistanceToA) - sphereRadius;
}
if (centerProjection > segmentLength + Geometry.Epsilon)
{
return (sphereCenter - segmentB).magnitude - sphereRadius;
}
return Mathf.Sqrt(sqrDistanceToLine) - sphereRadius;
}
if (sqrDistanceToIntersection < Geometry.Epsilon)
{
if (centerProjection < -Geometry.Epsilon)
{
// No intersection
return Mathf.Sqrt(sqrDistanceToA) - sphereRadius;
}
if (centerProjection > segmentLength + Geometry.Epsilon)
{
// No intersection
return (sphereCenter - segmentB).magnitude - sphereRadius;
}
// Point intersection
return 0;
}
// Line intersection
float distanceToIntersection = Mathf.Sqrt(sqrDistanceToIntersection);
float distanceA = centerProjection - distanceToIntersection;
float distanceB = centerProjection + distanceToIntersection;
bool pointAIsAfterSegmentA = distanceA > -Geometry.Epsilon;
bool pointBIsBeforeSegmentB = distanceB < segmentLength + Geometry.Epsilon;
if (pointAIsAfterSegmentA && pointBIsBeforeSegmentB)
{
// Two points intersection
return 0;
}
if (!pointAIsAfterSegmentA && !pointBIsBeforeSegmentB)
{
// The segment is inside, but no intersection
distanceB = -(distanceB - segmentLength);
return distanceA > distanceB ? distanceA : distanceB;
}
bool pointAIsBeforeSegmentB = distanceA < segmentLength + Geometry.Epsilon;
if (pointAIsAfterSegmentA && pointAIsBeforeSegmentB)
{
// Point A intersection
return 0;
}
bool pointBIsAfterSegmentA = distanceB > -Geometry.Epsilon;
if (pointBIsAfterSegmentA && pointBIsBeforeSegmentB)
{
// Point B intersection
return 0;
}
// No intersection
if (centerProjection < 0)
{
return Mathf.Sqrt(sqrDistanceToA) - sphereRadius;
}
return (sphereCenter - segmentB).magnitude - sphereRadius;
}
#endregion Segment-Sphere
#region Sphere-Sphere
/// <summary>
/// Returns the distance between the closest points on the spheres
/// </summary>
/// <returns>
/// Positive value if the spheres do not intersect, negative otherwise.
/// Negative value can be interpreted as depth of penetration.
/// </returns>
public static float SphereSphere(Sphere sphereA, Sphere sphereB)
{
return SphereSphere(sphereA.center, sphereA.radius, sphereB.center, sphereB.radius);
}
/// <summary>
/// Returns the distance between the closest points on the spheres
/// </summary>
/// <returns>
/// Positive value if the spheres do not intersect, negative otherwise.
/// Negative value can be interpreted as depth of penetration.
/// </returns>
public static float SphereSphere(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
{
return Vector3.Distance(centerA, centerB) - radiusA - radiusB;
}
#endregion Sphere-Sphere
}
}