using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BITKit.Physics
{
public static class GeometryUtils
{
///
/// 获取一个点到一条线段的最近点
///
///
///
///
///
public static Vector3 PointToLineSegmentDistance(Vector3 point, Vector3 lineStart, Vector3 lineEnd)
{
Vector3 lineDirection = lineEnd - lineStart;
Vector3 pointDirection = point - lineStart;
float lineLength = lineDirection.magnitude;
lineDirection.Normalize();
float dotProduct = Vector3.Dot(pointDirection, lineDirection);
dotProduct = Mathf.Clamp(dotProduct, 0f, lineLength);
Vector3 closestPoint = lineStart + lineDirection * dotProduct;
return closestPoint;
}
///
/// 获取一个点到一个三角形内最短距离的点
///
/// 三角形顶点a
/// 三角形顶点b
/// 三角形顶点c
///
///
public static Vector3 GetPosInTriangle(Vector3 a, Vector3 b, Vector3 c, Vector3 pos)
{
Vector3 normal = Vector3.Cross(b - a, c - a).normalized;
Vector3 toPoint = pos - a;
float distance = Vector3.Dot(toPoint, normal);
Vector3 targetPos = pos - distance * normal;
if(PointInTriangle(targetPos, a, b, c))
return targetPos;
else
{
Vector3 p1 = PointToLineSegmentDistance(pos, a, b);
Vector3 p2 = PointToLineSegmentDistance(pos, a, c);
Vector3 p3 = PointToLineSegmentDistance(pos, b, c);
float d1 = Vector3.Distance(p1, pos);
float d2 = Vector3.Distance(p2, pos);
float d3 = Vector3.Distance(p3, pos);
if (d1 <= d2 && d1 <= d3)
return p1;
else if (d2 <= d3 && d2 <= d1)
return p2;
else /*if(d3 <= d1 && d3 <= d2)*/
return p3;
//return default;
}
}
///
/// 判断一个点是否在三角形内
///
///
///
///
///
///
public static bool PointInTriangle(Vector3 pos, Vector3 a, Vector3 b, Vector3 c)
{
var v0 = c - a;
var v1 = b - a;
var v2 = pos - a;
var dot00 = Vector3.Dot(v0, v0);
var dot01 = Vector3.Dot(v0, v1);
var dot02 = Vector3.Dot(v0, v2);
var dot11 = Vector3.Dot(v1, v1);
var dot12 = Vector3.Dot(v1, v2);
var invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
var v = (dot00 * dot12 - dot01 * dot02) * invDenom;
// 如果u和v都在[0,1]的范围内,那么点P在三角形ABC内
return (u >= 0) && (v >= 0) && (u + v < 1);
}
}
}