Car/Assets/VolumetricLightBeam/Scripts/PolygonHelper.cs

85 lines
2.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace VLB
{
public class PolygonHelper : MonoBehaviour
{
public struct Plane2D
{
public Vector2 normal;
public float distance;
public float Distance(Vector2 point) { return Vector2.Dot(normal, point) + distance; }
public Vector2 ClosestPoint(Vector2 pt) { return pt - normal * Distance(pt); }
public Vector2 Intersect(Vector2 p1, Vector2 p2)
{
float denominator = Vector2.Dot(normal, p1 - p2);
if (Utils.IsAlmostZero(denominator))
return (p1 + p2) * 0.5f;
float u = (normal.x * p1.x + normal.y * p1.y + distance) / denominator;
return (p1 + u * (p2 - p1));
}
public bool GetSide(Vector2 point) { return Distance(point) > 0.0f; }
public static Plane2D FromPoints(Vector3 p1, Vector3 p2)
{
var v = (p2 - p1).normalized;
return new Plane2D
{
normal = new Vector2(v.y, -v.x),
distance = (-v.y * p1.x + v.x * p1.y)
};
}
public static Plane2D FromNormalAndPoint(Vector3 normalizedNormal, Vector3 p1)
{
return new Plane2D
{
normal = normalizedNormal,
distance = (-normalizedNormal.x * p1.x - normalizedNormal.y * p1.y)
};
}
public void Flip() { normal = -normal; distance = -distance; }
public Vector2[] CutConvex(Vector2[] poly)
{
Debug.Assert(poly.Length >= 3);
var polyOut = new List<Vector2>(poly.Length);
Vector2 startingPoint = poly[poly.Length - 1];
foreach (var endPoint in poly)
{
var startingSide = GetSide(startingPoint);
var endSide = GetSide(endPoint);
if (startingSide && endSide)
{
polyOut.Add(endPoint);
}
else if (startingSide && !endSide)
{
polyOut.Add(Intersect(startingPoint, endPoint));
}
else if (!startingSide && endSide)
{
polyOut.Add(Intersect(startingPoint, endPoint));
polyOut.Add(endPoint);
}
startingPoint = endPoint;
}
return polyOut.ToArray();
}
public override string ToString() { return string.Format("{0} x {1} + {2}", normal.x, normal.y, distance); }
}
}
}