Files
XRLib/Assets/Runtime Transform Gizmos/Scripts/Runtime Package Common/Math/Primitive Math/TriangleMath.cs
2025-12-12 18:58:44 +09:00

258 lines
9.3 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace RTG
{
public enum RightAngTriPoint
{
RightAngleCorner = 0,
Up,
Right
}
public enum EqTrianglePoint
{
Left = 0,
Top,
Right
}
public enum EqTriangleEdge
{
LeftTop = 0,
TopRight,
RightLeft
}
public static class TriangleMath
{
private static readonly float _eqTriangleAltFactor = Mathf.Sqrt(3.0f) * 0.5f;
public static float EqTriangleAltFactor { get { return _eqTriangleAltFactor; } }
public static float GetEqTriangleAltitude(float sideLength)
{
return sideLength * _eqTriangleAltFactor;
}
public static float GetEqTriangleCentroidAltitude(float sideLength)
{
return sideLength * _eqTriangleAltFactor / 3.0f;
}
public static List<Vector3> CalcEqTriangle3DPoints(Vector3 centroid, float sideLength, Quaternion rotation)
{
float halfSideLength = sideLength * 0.5f;
float centroidAltitude = TriangleMath.GetEqTriangleCentroidAltitude(sideLength);
Vector3 midLeftRight = centroid - rotation * Vector3.up * centroidAltitude;
return new List<Vector3>()
{
midLeftRight - rotation * Vector3.right * halfSideLength,
centroid + rotation * Vector3.up * (TriangleMath.GetEqTriangleAltitude(sideLength) - centroidAltitude),
midLeftRight + rotation * Vector3.right * halfSideLength
};
}
public static List<Vector2> CalcEqTriangle2DPoints(Vector2 centroid, float sideLength, Quaternion rotation)
{
float halfSideLength = sideLength * 0.5f;
float centroidAltitude = TriangleMath.GetEqTriangleCentroidAltitude(sideLength);
Vector2 triangleRight = rotation * Vector2.right;
Vector2 triangleUp = rotation * Vector2.up;
Vector2 midLeftRight = centroid - triangleUp * centroidAltitude;
return new List<Vector2>()
{
midLeftRight - triangleRight * halfSideLength,
centroid + triangleUp* (TriangleMath.GetEqTriangleAltitude(sideLength) - centroidAltitude),
midLeftRight + triangleRight * halfSideLength,
};
}
public static float CalcRATriangleHypotenuse(float side0, float side1)
{
return Mathf.Sqrt(side0 * side0 + side1 * side1);
}
public static float CalcRATriangleHypotenuse(Vector2 sides)
{
return Mathf.Sqrt(sides.x * sides.x + sides.y * sides.y);
}
public static float CalcRATriangleAltitude(Vector2 sides)
{
return sides.x * sides.y / Mathf.Sqrt(sides.x * sides.x + sides.y * sides.y);
}
public static List<Vector3> CalcRATriangle3DPoints(Vector3 rightAngleCorner, float xLength, float yLength, Quaternion triangleRotation)
{
Vector3 right = triangleRotation * Vector3.right;
Vector3 up = triangleRotation * Vector3.up;
return new List<Vector3>()
{
rightAngleCorner,
rightAngleCorner + up * yLength,
rightAngleCorner + right * xLength
};
}
public static List<Vector2> CalcRATriangle2DPoints(Vector2 rightAngleCorner, float xLength, float yLength, float degreeTriRotation)
{
Quaternion rotation = Quaternion.AngleAxis(degreeTriRotation, Vector3.forward);
Vector2 right = rotation * Vector2.right;
Vector2 up = rotation * Vector2.up;
return new List<Vector2>()
{
rightAngleCorner,
rightAngleCorner + up * yLength,
rightAngleCorner + right * xLength
};
}
public static OBB Calc3DTriangleOBB(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 normal, TriangleEpsilon epsilon = new TriangleEpsilon())
{
const float eps = 1e-5f;
Vector3 lgEdgeStart = p0;
Vector3 lgEdgeEnd = p1;
Vector3 oppositePt = p2;
float sqrEdgeLength = (p0 - p1).sqrMagnitude + eps; // Add small epsilon to avoid problems with equilateral triangles
float nextSqrLength = (p1 - p2).sqrMagnitude;
if (nextSqrLength > sqrEdgeLength)
{
lgEdgeStart = p1;
lgEdgeEnd = p2;
oppositePt = p0;
sqrEdgeLength = nextSqrLength;
}
nextSqrLength = (p2 - p0).sqrMagnitude;
if (nextSqrLength > sqrEdgeLength)
{
lgEdgeStart = p2;
lgEdgeEnd = p0;
oppositePt = p1;
sqrEdgeLength = nextSqrLength;
}
Quaternion obbRotation = Quaternion.LookRotation((lgEdgeEnd - lgEdgeStart).normalized, normal);
OBB obb = new OBB(obbRotation);
float sizeAdd = 2.0f * epsilon.AreaEps;
float obbDepth = Mathf.Sqrt(sqrEdgeLength) + sizeAdd;
float dotRight = Vector3.Dot(obb.Right, (oppositePt - lgEdgeStart));
float obbWidth = Mathf.Abs(dotRight) + sizeAdd;
float obbHeight = epsilon.ExtrudeEps * 2.0f;
obb.Size = new Vector3(obbWidth, obbHeight, obbDepth);
Vector3 right = obb.Right * Mathf.Sign(dotRight);
obb.Center = right * obbWidth * 0.5f - right * epsilon.AreaEps +
lgEdgeStart - obb.Look * epsilon.AreaEps + obb.Look * obbDepth * 0.5f;
return obb;
}
public static bool Raycast(Ray ray, out float t, Vector3 p0, Vector3 p1, Vector3 p2, TriangleEpsilon epsilon = new TriangleEpsilon())
{
t = 0.0f;
float rayEnter;
Plane trianglePlane = new Plane(p0, p1, p2);
if (trianglePlane.Raycast(ray, out rayEnter) &&
Contains3DPoint(ray.GetPoint(rayEnter), false, p0, p1, p2, epsilon))
{
t = rayEnter;
return true;
}
if (epsilon.ExtrudeEps != 0.0f)
{
float dot = Vector3Ex.AbsDot(ray.direction, trianglePlane.normal);
if (dot < ExtrudeEpsThreshold.Get)
{
OBB obb = Calc3DTriangleOBB(p0, p1, p2, trianglePlane.normal, epsilon);
return BoxMath.Raycast(ray, obb.Center, obb.Size, obb.Rotation);
}
}
return false;
}
public static bool RaycastWire(Ray ray, out float t, Vector3 p0, Vector3 p1, Vector3 p2, TriangleEpsilon epsilon = new TriangleEpsilon())
{
t = 0.0f;
float rayEnter;
Plane trianglePlane = new Plane(p0, p1, p2);
if (trianglePlane.Raycast(ray, out rayEnter))
{
Vector3 intersectPt = ray.GetPoint(rayEnter);
float distToSegment = intersectPt.GetDistanceToSegment(p0, p1);
if (distToSegment <= epsilon.WireEps)
{
t = rayEnter;
return true;
}
distToSegment = intersectPt.GetDistanceToSegment(p1, p2);
if (distToSegment <= epsilon.WireEps)
{
t = rayEnter;
return true;
}
distToSegment = intersectPt.GetDistanceToSegment(p2, p0);
if (distToSegment <= epsilon.WireEps)
{
t = rayEnter;
return true;
}
}
if (epsilon.ExtrudeEps != 0.0f)
{
float dot = Vector3Ex.AbsDot(ray.direction, trianglePlane.normal);
if (dot < ExtrudeEpsThreshold.Get)
{
OBB obb = Calc3DTriangleOBB(p0, p1, p2, trianglePlane.normal, epsilon);
return BoxMath.Raycast(ray, obb.Center, obb.Size, obb.Rotation);
}
}
return false;
}
public static bool Contains3DPoint(Vector3 point, bool checkOnPlane, Vector3 p0, Vector3 p1, Vector3 p2, TriangleEpsilon epsilon = new TriangleEpsilon())
{
Vector3 edge0 = p1 - p0;
Vector3 edge1 = p2 - p1;
Vector3 edge2 = p0 - p2;
Vector3 normal = Vector3.Cross(edge0, -edge2).normalized;
if(checkOnPlane)
{
float distanceToPt = Vector3.Dot(point - p0, normal);
if (Mathf.Abs(distanceToPt) > epsilon.ExtrudeEps) return false;
}
Vector3 edgeNormal = Vector3.Cross(edge0, normal).normalized;
if (Vector3.Dot(point - p0, edgeNormal) > epsilon.AreaEps) return false;
edgeNormal = Vector3.Cross(edge1, normal).normalized;
if (Vector3.Dot(point - p1, edgeNormal) > epsilon.AreaEps) return false;
edgeNormal = Vector3.Cross(edge2, normal).normalized;
if (Vector3.Dot(point - p2, edgeNormal) > epsilon.AreaEps) return false;
return true;
}
public static bool Contains2DPoint(Vector2 point, Vector2 p0, Vector2 p1, Vector2 p2, TriangleEpsilon epsilon = new TriangleEpsilon())
{
return Contains3DPoint(point, false, p0, p1, p2, epsilon);
}
}
}