using UnityEngine;
using System.Collections;
namespace RootMotion
{
///
/// Helper methods for dealing with 2-dimensional vectors.
///
public static class V2Tools
{
///
/// Converts Vector3 to Vector2 on the XZ plane
///
public static Vector2 XZ(Vector3 v)
{
return new Vector2(v.x, v.z);
}
///
/// Returns delta angle from 'dir1' to 'dir2' in degrees.
///
public static float DeltaAngle(Vector2 dir1, Vector2 dir2)
{
float angle1 = Mathf.Atan2(dir1.x, dir1.y) * Mathf.Rad2Deg;
float angle2 = Mathf.Atan2(dir2.x, dir2.y) * Mathf.Rad2Deg;
return Mathf.DeltaAngle(angle1, angle2);
}
///
/// Returns delta angle from Vector3 'dir1' to Vector3 'dir2' on the XZ plane in degrees.
///
public static float DeltaAngleXZ(Vector3 dir1, Vector3 dir2)
{
float angle1 = Mathf.Atan2(dir1.x, dir1.z) * Mathf.Rad2Deg;
float angle2 = Mathf.Atan2(dir2.x, dir2.z) * Mathf.Rad2Deg;
return Mathf.DeltaAngle(angle1, angle2);
}
///
/// Returns true if a line from 'p1' to 'p2' intersects a circle with position 'c' and radius 'r'.
///
public static bool LineCircleIntersect(Vector2 p1, Vector2 p2, Vector2 c, float r)
{
Vector2 d = p2 - p1;
Vector2 f = c - p1;
float a = Vector2.Dot(d, d);
float b = 2f * Vector2.Dot(f, d);
float z = Vector2.Dot(f, f) - r * r;
float discr = b * b - 4f * a * z;
if (discr < 0f) return false;
discr = Mathf.Sqrt(discr);
float a2 = 2f * a;
float t1 = (b - discr) / a2;
float t2 = (b + discr) / a2;
if (t1 >= 0f && t1 <= 1f) return true;
if (t2 >= 0f && t2 <= 1f) return true;
return false;
}
///
/// Returns true if an infinite ray 'dir' from position 'p1' intersects a circle with position 'c' and radius 'r'.
///
public static bool RayCircleIntersect(Vector2 p1, Vector2 dir, Vector2 c, float r)
{
Vector2 p2 = p1 + dir;
p1 -= c;
p2 -= c;
float dx = p2.x - p1.x;
float dy = p2.y - p1.y;
float dr = Mathf.Sqrt(Mathf.Pow(dx, 2f) + Mathf.Pow(dy, 2f));
float D = p1.x * p2.y - p2.x * p1.y;
float discr = Mathf.Pow(r, 2f) * Mathf.Pow(dr, 2f) - Mathf.Pow(D, 2f);
return discr >= 0f;
}
}
}