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; } } }