using UnityEngine;
namespace ProceduralToolkit
{
///
/// Collection of distance calculation algorithms
///
public static partial class Distance
{
#region Point-Line
///
/// Returns a distance to the closest point on the line
///
public static float PointLine(Vector2 point, Line2 line)
{
return Vector2.Distance(point, Closest.PointLine(point, line));
}
///
/// Returns a distance to the closest point on the line
///
public static float PointLine(Vector2 point, Vector2 lineOrigin, Vector2 lineDirection)
{
return Vector2.Distance(point, Closest.PointLine(point, lineOrigin, lineDirection));
}
#endregion Point-Line
#region Point-Ray
///
/// Returns a distance to the closest point on the ray
///
public static float PointRay(Vector2 point, Ray2D ray)
{
return Vector2.Distance(point, Closest.PointRay(point, ray));
}
///
/// Returns a distance to the closest point on the ray
///
/// Normalized direction of the ray
public static float PointRay(Vector2 point, Vector2 rayOrigin, Vector2 rayDirection)
{
return Vector2.Distance(point, Closest.PointRay(point, rayOrigin, rayDirection));
}
#endregion Point-Ray
#region Point-Segment
///
/// Returns a distance to the closest point on the segment
///
public static float PointSegment(Vector2 point, Segment2 segment)
{
return Vector2.Distance(point, Closest.PointSegment(point, segment));
}
///
/// Returns a distance to the closest point on the segment
///
public static float PointSegment(Vector2 point, Vector2 segmentA, Vector2 segmentB)
{
return Vector2.Distance(point, Closest.PointSegment(point, segmentA, segmentB));
}
private static float PointSegment(Vector2 point, Vector2 segmentA, Vector2 segmentB, Vector2 segmentDirection, float segmentLength)
{
float pointProjection = Vector2.Dot(segmentDirection, point - segmentA);
if (pointProjection < -Geometry.Epsilon)
{
return Vector2.Distance(point, segmentA);
}
if (pointProjection > segmentLength + Geometry.Epsilon)
{
return Vector2.Distance(point, segmentB);
}
return Vector2.Distance(point, segmentA + segmentDirection*pointProjection);
}
#endregion Point-Segment
#region Point-Circle
///
/// Returns a distance to the closest point on the circle
///
/// Positive value if the point is outside, negative otherwise
public static float PointCircle(Vector2 point, Circle2 circle)
{
return PointCircle(point, circle.center, circle.radius);
}
///
/// Returns a distance to the closest point on the circle
///
/// Positive value if the point is outside, negative otherwise
public static float PointCircle(Vector2 point, Vector2 circleCenter, float circleRadius)
{
return (circleCenter - point).magnitude - circleRadius;
}
#endregion Point-Circle
#region Line-Line
///
/// Returns the distance between the closest points on the lines
///
public static float LineLine(Line2 lineA, Line2 lineB)
{
return LineLine(lineA.origin, lineA.direction, lineB.origin, lineB.direction);
}
///
/// Returns the distance between the closest points on the lines
///
public static float LineLine(Vector2 originA, Vector2 directionA, Vector2 originB, Vector2 directionB)
{
if (Mathf.Abs(VectorE.PerpDot(directionA, directionB)) < Geometry.Epsilon)
{
// Parallel
Vector2 originBToA = originA - originB;
if (Mathf.Abs(VectorE.PerpDot(directionA, originBToA)) > Geometry.Epsilon ||
Mathf.Abs(VectorE.PerpDot(directionB, originBToA)) > Geometry.Epsilon)
{
// Not collinear
float originBProjection = Vector2.Dot(directionA, originBToA);
float distanceSqr = originBToA.sqrMagnitude - originBProjection*originBProjection;
// distanceSqr can be negative
return distanceSqr <= 0 ? 0 : Mathf.Sqrt(distanceSqr);
}
// Collinear
return 0;
}
// Not parallel
return 0;
}
#endregion Line-Line
#region Line-Ray
///
/// Returns the distance between the closest points on the line and the ray
///
public static float LineRay(Line2 line, Ray2D ray)
{
return LineRay(line.origin, line.direction, ray.origin, ray.direction);
}
///
/// Returns the distance between the closest points on the line and the ray
///
public static float LineRay(Vector2 lineOrigin, Vector2 lineDirection, Vector2 rayOrigin, Vector2 rayDirection)
{
Vector2 rayOriginToLineOrigin = lineOrigin - rayOrigin;
float denominator = VectorE.PerpDot(lineDirection, rayDirection);
float perpDotA = VectorE.PerpDot(lineDirection, rayOriginToLineOrigin);
if (Mathf.Abs(denominator) < Geometry.Epsilon)
{
// Parallel
float perpDotB = VectorE.PerpDot(rayDirection, rayOriginToLineOrigin);
if (Mathf.Abs(perpDotA) > Geometry.Epsilon || Mathf.Abs(perpDotB) > Geometry.Epsilon)
{
// Not collinear
float rayOriginProjection = Vector2.Dot(lineDirection, rayOriginToLineOrigin);
float distanceSqr = rayOriginToLineOrigin.sqrMagnitude - rayOriginProjection*rayOriginProjection;
// distanceSqr can be negative
return distanceSqr <= 0 ? 0 : Mathf.Sqrt(distanceSqr);
}
// Collinear
return 0;
}
// Not parallel
float rayDistance = perpDotA/denominator;
if (rayDistance < -Geometry.Epsilon)
{
// No intersection
float rayOriginProjection = Vector2.Dot(lineDirection, rayOriginToLineOrigin);
Vector2 linePoint = lineOrigin - lineDirection*rayOriginProjection;
return Vector2.Distance(linePoint, rayOrigin);
}
// Point intersection
return 0;
}
#endregion Line-Ray
#region Line-Segment
///
/// Returns the distance between the closest points on the line and the segment
///
public static float LineSegment(Line2 line, Segment2 segment)
{
return LineSegment(line.origin, line.direction, segment.a, segment.b);
}
///
/// Returns the distance between the closest points on the line and the segment
///
public static float LineSegment(Vector2 lineOrigin, Vector2 lineDirection, Vector2 segmentA, Vector2 segmentB)
{
Vector2 segmentAToOrigin = lineOrigin - segmentA;
Vector2 segmentDirection = segmentB - segmentA;
float denominator = VectorE.PerpDot(lineDirection, segmentDirection);
float perpDotA = VectorE.PerpDot(lineDirection, segmentAToOrigin);
if (Mathf.Abs(denominator) < Geometry.Epsilon)
{
// Parallel
// Normalized direction gives more stable results
float perpDotB = VectorE.PerpDot(segmentDirection.normalized, segmentAToOrigin);
if (Mathf.Abs(perpDotA) > Geometry.Epsilon || Mathf.Abs(perpDotB) > Geometry.Epsilon)
{
// Not collinear
float segmentAProjection = Vector2.Dot(lineDirection, segmentAToOrigin);
float distanceSqr = segmentAToOrigin.sqrMagnitude - segmentAProjection*segmentAProjection;
// distanceSqr can be negative
return distanceSqr <= 0 ? 0 : Mathf.Sqrt(distanceSqr);
}
// Collinear
return 0;
}
// Not parallel
float segmentDistance = perpDotA/denominator;
if (segmentDistance < -Geometry.Epsilon || segmentDistance > 1 + Geometry.Epsilon)
{
// No intersection
Vector2 segmentPoint = segmentA + segmentDirection*Mathf.Clamp01(segmentDistance);
float segmentPointProjection = Vector2.Dot(lineDirection, segmentPoint - lineOrigin);
Vector2 linePoint = lineOrigin + lineDirection*segmentPointProjection;
return Vector2.Distance(linePoint, segmentPoint);
}
// Point intersection
return 0;
}
#endregion Line-Segment
#region Line-Circle
///
/// Returns the distance between the closest points on the line and the circle
///
public static float LineCircle(Line2 line, Circle2 circle)
{
return LineCircle(line.origin, line.direction, circle.center, circle.radius);
}
///
/// Returns the distance between the closest points on the line and the circle
///
public static float LineCircle(Vector2 lineOrigin, Vector2 lineDirection, Vector2 circleCenter, float circleRadius)
{
Vector2 originToCenter = circleCenter - lineOrigin;
float centerProjection = Vector2.Dot(lineDirection, originToCenter);
float sqrDistanceToLine = originToCenter.sqrMagnitude - centerProjection*centerProjection;
float sqrDistanceToIntersection = circleRadius*circleRadius - sqrDistanceToLine;
if (sqrDistanceToIntersection < -Geometry.Epsilon)
{
// No intersection
return Mathf.Sqrt(sqrDistanceToLine) - circleRadius;
}
return 0;
}
#endregion Line-Circle
#region Ray-Ray
///
/// Returns the distance between the closest points on the rays
///
public static float RayRay(Ray2D rayA, Ray2D rayB)
{
return RayRay(rayA.origin, rayA.direction, rayB.origin, rayB.direction);
}
///
/// Returns the distance between the closest points on the rays
///
public static float RayRay(Vector2 originA, Vector2 directionA, Vector2 originB, Vector2 directionB)
{
Vector2 originBToA = originA - originB;
float denominator = VectorE.PerpDot(directionA, directionB);
float perpDotA = VectorE.PerpDot(directionA, originBToA);
float perpDotB = VectorE.PerpDot(directionB, originBToA);
bool codirected = Vector2.Dot(directionA, directionB) > 0;
if (Mathf.Abs(denominator) < Geometry.Epsilon)
{
// Parallel
float originBProjection = -Vector2.Dot(directionA, originBToA);
if (Mathf.Abs(perpDotA) > Geometry.Epsilon || Mathf.Abs(perpDotB) > Geometry.Epsilon)
{
// Not collinear
if (!codirected && originBProjection < Geometry.Epsilon)
{
return Vector2.Distance(originA, originB);
}
float distanceSqr = originBToA.sqrMagnitude - originBProjection*originBProjection;
// distanceSqr can be negative
return distanceSqr <= 0 ? 0 : Mathf.Sqrt(distanceSqr);
}
// Collinear
if (codirected)
{
// Ray intersection
return 0;
}
else
{
if (originBProjection < Geometry.Epsilon)
{
// No intersection
return Vector2.Distance(originA, originB);
}
else
{
// Segment intersection
return 0;
}
}
}
// Not parallel
float distanceA = perpDotB/denominator;
float distanceB = perpDotA/denominator;
if (distanceA < -Geometry.Epsilon || distanceB < -Geometry.Epsilon)
{
// No intersection
if (codirected)
{
float originAProjection = Vector2.Dot(directionB, originBToA);
if (originAProjection > -Geometry.Epsilon)
{
Vector2 rayPointA = originA;
Vector2 rayPointB = originB + directionB*originAProjection;
return Vector2.Distance(rayPointA, rayPointB);
}
float originBProjection = -Vector2.Dot(directionA, originBToA);
if (originBProjection > -Geometry.Epsilon)
{
Vector2 rayPointA = originA + directionA*originBProjection;
Vector2 rayPointB = originB;
return Vector2.Distance(rayPointA, rayPointB);
}
return Vector2.Distance(originA, originB);
}
else
{
if (distanceA > -Geometry.Epsilon)
{
float originBProjection = -Vector2.Dot(directionA, originBToA);
if (originBProjection > -Geometry.Epsilon)
{
Vector2 rayPointA = originA + directionA*originBProjection;
Vector2 rayPointB = originB;
return Vector2.Distance(rayPointA, rayPointB);
}
}
else if (distanceB > -Geometry.Epsilon)
{
float originAProjection = Vector2.Dot(directionB, originBToA);
if (originAProjection > -Geometry.Epsilon)
{
Vector2 rayPointA = originA;
Vector2 rayPointB = originB + directionB*originAProjection;
return Vector2.Distance(rayPointA, rayPointB);
}
}
return Vector2.Distance(originA, originB);
}
}
// Point intersection
return 0;
}
#endregion Ray-Ray
#region Ray-Segment
///
/// Returns the distance between the closest points on the ray and the segment
///
public static float RaySegment(Ray2D ray, Segment2 segment)
{
return RaySegment(ray.origin, ray.direction, segment.a, segment.b);
}
///
/// Returns the distance between the closest points on the ray and the segment
///
public static float RaySegment(Vector2 rayOrigin, Vector2 rayDirection, Vector2 segmentA, Vector2 segmentB)
{
Vector2 segmentAToOrigin = rayOrigin - segmentA;
Vector2 segmentDirection = segmentB - segmentA;
float denominator = VectorE.PerpDot(rayDirection, segmentDirection);
float perpDotA = VectorE.PerpDot(rayDirection, segmentAToOrigin);
// Normalized direction gives more stable results
float perpDotB = VectorE.PerpDot(segmentDirection.normalized, segmentAToOrigin);
if (Mathf.Abs(denominator) < Geometry.Epsilon)
{
// Parallel
float segmentAProjection = -Vector2.Dot(rayDirection, segmentAToOrigin);
Vector2 originToSegmentB = segmentB - rayOrigin;
float segmentBProjection = Vector2.Dot(rayDirection, originToSegmentB);
if (Mathf.Abs(perpDotA) > Geometry.Epsilon || Mathf.Abs(perpDotB) > Geometry.Epsilon)
{
// Not collinear
if (segmentAProjection > -Geometry.Epsilon)
{
float distanceSqr = segmentAToOrigin.sqrMagnitude - segmentAProjection*segmentAProjection;
// distanceSqr can be negative
return distanceSqr <= 0 ? 0 : Mathf.Sqrt(distanceSqr);
}
if (segmentBProjection > -Geometry.Epsilon)
{
float distanceSqr = originToSegmentB.sqrMagnitude - segmentBProjection*segmentBProjection;
// distanceSqr can be negative
return distanceSqr <= 0 ? 0 : Mathf.Sqrt(distanceSqr);
}
if (segmentAProjection > segmentBProjection)
{
return Vector2.Distance(rayOrigin, segmentA);
}
return Vector2.Distance(rayOrigin, segmentB);
}
// Collinear
if (segmentAProjection > -Geometry.Epsilon || segmentBProjection > -Geometry.Epsilon)
{
// Point or segment intersection
return 0;
}
// No intersection
return segmentAProjection > segmentBProjection ? -segmentAProjection : -segmentBProjection;
}
// Not parallel
float rayDistance = perpDotB/denominator;
float segmentDistance = perpDotA/denominator;
if (rayDistance < -Geometry.Epsilon ||
segmentDistance < -Geometry.Epsilon || segmentDistance > 1 + Geometry.Epsilon)
{
// No intersection
bool codirected = Vector2.Dot(rayDirection, segmentDirection) > 0;
Vector2 segmentBToOrigin;
if (!codirected)
{
PTUtils.Swap(ref segmentA, ref segmentB);
segmentDirection = -segmentDirection;
segmentBToOrigin = segmentAToOrigin;
segmentAToOrigin = rayOrigin - segmentA;
segmentDistance = 1 - segmentDistance;
}
else
{
segmentBToOrigin = rayOrigin - segmentB;
}
float segmentAProjection = -Vector2.Dot(rayDirection, segmentAToOrigin);
float segmentBProjection = -Vector2.Dot(rayDirection, segmentBToOrigin);
bool segmentAOnRay = segmentAProjection > -Geometry.Epsilon;
bool segmentBOnRay = segmentBProjection > -Geometry.Epsilon;
if (segmentAOnRay && segmentBOnRay)
{
if (segmentDistance < 0)
{
Vector2 rayPoint = rayOrigin + rayDirection*segmentAProjection;
Vector2 segmentPoint = segmentA;
return Vector2.Distance(rayPoint, segmentPoint);
}
else
{
Vector2 rayPoint = rayOrigin + rayDirection*segmentBProjection;
Vector2 segmentPoint = segmentB;
return Vector2.Distance(rayPoint, segmentPoint);
}
}
else if (!segmentAOnRay && segmentBOnRay)
{
if (segmentDistance < 0)
{
Vector2 rayPoint = rayOrigin;
Vector2 segmentPoint = segmentA;
return Vector2.Distance(rayPoint, segmentPoint);
}
else if (segmentDistance > 1 + Geometry.Epsilon)
{
Vector2 rayPoint = rayOrigin + rayDirection*segmentBProjection;
Vector2 segmentPoint = segmentB;
return Vector2.Distance(rayPoint, segmentPoint);
}
else
{
Vector2 rayPoint = rayOrigin;
float originProjection = Vector2.Dot(segmentDirection, segmentAToOrigin);
Vector2 segmentPoint = segmentA + segmentDirection*originProjection/segmentDirection.sqrMagnitude;
return Vector2.Distance(rayPoint, segmentPoint);
}
}
else
{
// Not on ray
Vector2 rayPoint = rayOrigin;
float originProjection = Vector2.Dot(segmentDirection, segmentAToOrigin);
float sqrSegmentLength = segmentDirection.sqrMagnitude;
if (originProjection < 0)
{
return Vector2.Distance(rayPoint, segmentA);
}
else if (originProjection > sqrSegmentLength)
{
return Vector2.Distance(rayPoint, segmentB);
}
else
{
Vector2 segmentPoint = segmentA + segmentDirection*originProjection/sqrSegmentLength;
return Vector2.Distance(rayPoint, segmentPoint);
}
}
}
// Point intersection
return 0;
}
#endregion Ray-Segment
#region Ray-Circle
///
/// Returns the distance between the closest points on the ray and the circle
///
public static float RayCircle(Ray2D ray, Circle2 circle)
{
return RayCircle(ray.origin, ray.direction, circle.center, circle.radius);
}
///
/// Returns the distance between the closest points on the ray and the circle
///
public static float RayCircle(Vector2 rayOrigin, Vector2 rayDirection, Vector2 circleCenter, float circleRadius)
{
Vector2 originToCenter = circleCenter - rayOrigin;
float centerProjection = Vector2.Dot(rayDirection, originToCenter);
if (centerProjection + circleRadius < -Geometry.Epsilon)
{
// No intersection
return Mathf.Sqrt(originToCenter.sqrMagnitude) - circleRadius;
}
float sqrDistanceToOrigin = originToCenter.sqrMagnitude;
float sqrDistanceToLine = sqrDistanceToOrigin - centerProjection*centerProjection;
float sqrDistanceToIntersection = circleRadius*circleRadius - sqrDistanceToLine;
if (sqrDistanceToIntersection < -Geometry.Epsilon)
{
// No intersection
if (centerProjection < -Geometry.Epsilon)
{
return Mathf.Sqrt(sqrDistanceToOrigin) - circleRadius;
}
return Mathf.Sqrt(sqrDistanceToLine) - circleRadius;
}
if (sqrDistanceToIntersection < Geometry.Epsilon)
{
if (centerProjection < -Geometry.Epsilon)
{
// No intersection
return Mathf.Sqrt(sqrDistanceToOrigin) - circleRadius;
}
// Point intersection
return 0;
}
// Line intersection
float distanceToIntersection = Mathf.Sqrt(sqrDistanceToIntersection);
float distanceA = centerProjection - distanceToIntersection;
float distanceB = centerProjection + distanceToIntersection;
if (distanceA < -Geometry.Epsilon)
{
if (distanceB < -Geometry.Epsilon)
{
// No intersection
return Mathf.Sqrt(sqrDistanceToOrigin) - circleRadius;
}
// Point intersection;
return 0;
}
// Two points intersection;
return 0;
}
#endregion Ray-Circle
#region Segment-Segment
///
/// Returns the distance between the closest points on the segments
///
public static float SegmentSegment(Segment2 segment1, Segment2 segment2)
{
return SegmentSegment(segment1.a, segment1.b, segment2.a, segment2.b);
}
///
/// Returns the distance between the closest points on the segments
///
public static float SegmentSegment(Vector2 segment1A, Vector2 segment1B, Vector2 segment2A, Vector2 segment2B)
{
Vector2 from2ATo1A = segment1A - segment2A;
Vector2 direction1 = segment1B - segment1A;
Vector2 direction2 = segment2B - segment2A;
float segment1Length = direction1.magnitude;
float segment2Length = direction2.magnitude;
bool segment1IsAPoint = segment1Length < Geometry.Epsilon;
bool segment2IsAPoint = segment2Length < Geometry.Epsilon;
if (segment1IsAPoint && segment2IsAPoint)
{
return Vector2.Distance(segment1A, segment2A);
}
if (segment1IsAPoint)
{
direction2.Normalize();
return PointSegment(segment1A, segment2A, segment2B, direction2, segment2Length);
}
if (segment2IsAPoint)
{
direction1.Normalize();
return PointSegment(segment2A, segment1A, segment1B, direction1, segment1Length);
}
direction1.Normalize();
direction2.Normalize();
float denominator = VectorE.PerpDot(direction1, direction2);
float perpDot1 = VectorE.PerpDot(direction1, from2ATo1A);
float perpDot2 = VectorE.PerpDot(direction2, from2ATo1A);
if (Mathf.Abs(denominator) < Geometry.Epsilon)
{
// Parallel
if (Mathf.Abs(perpDot1) > Geometry.Epsilon || Mathf.Abs(perpDot2) > Geometry.Epsilon)
{
// Not collinear
float segment2AProjection = -Vector2.Dot(direction1, from2ATo1A);
if (segment2AProjection > -Geometry.Epsilon &&
segment2AProjection < segment1Length + Geometry.Epsilon)
{
float distanceSqr = from2ATo1A.sqrMagnitude - segment2AProjection*segment2AProjection;
// distanceSqr can be negative
return distanceSqr <= 0 ? 0 : Mathf.Sqrt(distanceSqr);
}
Vector2 from1ATo2B = segment2B - segment1A;
float segment2BProjection = Vector2.Dot(direction1, from1ATo2B);
if (segment2BProjection > -Geometry.Epsilon &&
segment2BProjection < segment1Length + Geometry.Epsilon)
{
float distanceSqr = from1ATo2B.sqrMagnitude - segment2BProjection*segment2BProjection;
// distanceSqr can be negative
return distanceSqr <= 0 ? 0 : Mathf.Sqrt(distanceSqr);
}
if (segment2AProjection < 0 && segment2BProjection < 0)
{
if (segment2AProjection > segment2BProjection)
{
return Vector2.Distance(segment1A, segment2A);
}
return Vector2.Distance(segment1A, segment2B);
}
if (segment2AProjection > 0 && segment2BProjection > 0)
{
if (segment2AProjection < segment2BProjection)
{
return Vector2.Distance(segment1B, segment2A);
}
return Vector2.Distance(segment1B, segment2B);
}
float segment1AProjection = Vector2.Dot(direction2, from2ATo1A);
Vector2 segment2Point = segment2A + direction2*segment1AProjection;
return Vector2.Distance(segment1A, segment2Point);
}
// Collinear
bool codirected = Vector2.Dot(direction1, direction2) > 0;
if (codirected)
{
// Codirected
float segment2AProjection = -Vector2.Dot(direction1, from2ATo1A);
if (segment2AProjection > -Geometry.Epsilon)
{
// 1A------1B
// 2A------2B
return SegmentSegmentCollinear(segment1A, segment1B, segment2A);
}
else
{
// 1A------1B
// 2A------2B
return SegmentSegmentCollinear(segment2A, segment2B, segment1A);
}
}
else
{
// Contradirected
float segment2BProjection = Vector2.Dot(direction1, segment2B - segment1A);
if (segment2BProjection > -Geometry.Epsilon)
{
// 1A------1B
// 2B------2A
return SegmentSegmentCollinear(segment1A, segment1B, segment2B);
}
else
{
// 1A------1B
// 2B------2A
return SegmentSegmentCollinear(segment2B, segment2A, segment1A);
}
}
}
// Not parallel
float distance1 = perpDot2/denominator;
float distance2 = perpDot1/denominator;
if (distance1 < -Geometry.Epsilon || distance1 > segment1Length + Geometry.Epsilon ||
distance2 < -Geometry.Epsilon || distance2 > segment2Length + Geometry.Epsilon)
{
// No intersection
bool codirected = Vector2.Dot(direction1, direction2) > 0;
Vector2 from1ATo2B;
if (!codirected)
{
PTUtils.Swap(ref segment2A, ref segment2B);
direction2 = -direction2;
from1ATo2B = -from2ATo1A;
from2ATo1A = segment1A - segment2A;
distance2 = segment2Length - distance2;
}
else
{
from1ATo2B = segment2B - segment1A;
}
Vector2 segment1Point;
Vector2 segment2Point;
float segment2AProjection = -Vector2.Dot(direction1, from2ATo1A);
float segment2BProjection = Vector2.Dot(direction1, from1ATo2B);
bool segment2AIsAfter1A = segment2AProjection > -Geometry.Epsilon;
bool segment2BIsBefore1B = segment2BProjection < segment1Length + Geometry.Epsilon;
bool segment2AOnSegment1 = segment2AIsAfter1A && segment2AProjection < segment1Length + Geometry.Epsilon;
bool segment2BOnSegment1 = segment2BProjection > -Geometry.Epsilon && segment2BIsBefore1B;
if (segment2AOnSegment1 && segment2BOnSegment1)
{
if (distance2 < -Geometry.Epsilon)
{
segment1Point = segment1A + direction1*segment2AProjection;
segment2Point = segment2A;
}
else
{
segment1Point = segment1A + direction1*segment2BProjection;
segment2Point = segment2B;
}
}
else if (!segment2AOnSegment1 && !segment2BOnSegment1)
{
if (!segment2AIsAfter1A && !segment2BIsBefore1B)
{
segment1Point = distance1 < -Geometry.Epsilon ? segment1A : segment1B;
}
else
{
// Not on segment
segment1Point = segment2AIsAfter1A ? segment1B : segment1A;
}
float segment1PointProjection = Vector2.Dot(direction2, segment1Point - segment2A);
segment1PointProjection = Mathf.Clamp(segment1PointProjection, 0, segment2Length);
segment2Point = segment2A + direction2*segment1PointProjection;
}
else if (segment2AOnSegment1)
{
if (distance2 < -Geometry.Epsilon)
{
segment1Point = segment1A + direction1*segment2AProjection;
segment2Point = segment2A;
}
else
{
segment1Point = segment1B;
float segment1PointProjection = Vector2.Dot(direction2, segment1Point - segment2A);
segment1PointProjection = Mathf.Clamp(segment1PointProjection, 0, segment2Length);
segment2Point = segment2A + direction2*segment1PointProjection;
}
}
else
{
if (distance2 > segment2Length + Geometry.Epsilon)
{
segment1Point = segment1A + direction1*segment2BProjection;
segment2Point = segment2B;
}
else
{
segment1Point = segment1A;
float segment1PointProjection = Vector2.Dot(direction2, segment1Point - segment2A);
segment1PointProjection = Mathf.Clamp(segment1PointProjection, 0, segment2Length);
segment2Point = segment2A + direction2*segment1PointProjection;
}
}
return Vector2.Distance(segment1Point, segment2Point);
}
// Point intersection
return 0;
}
private static float SegmentSegmentCollinear(Vector2 leftA, Vector2 leftB, Vector2 rightA)
{
Vector2 leftDirection = leftB - leftA;
float rightAProjection = Vector2.Dot(leftDirection.normalized, rightA - leftB);
if (Mathf.Abs(rightAProjection) < Geometry.Epsilon)
{
// LB == RA
// LA------LB
// RA------RB
// Point intersection
return 0;
}
if (rightAProjection < 0)
{
// LB > RA
// LA------LB
// RARB
// RA--RB
// RA------RB
// Segment intersection
return 0;
}
// LB < RA
// LA------LB
// RA------RB
// No intersection
return rightAProjection;
}
#endregion Segment-Segment
#region Segment-Circle
///
/// Returns the distance between the closest points on the segment and the circle
///
public static float SegmentCircle(Segment2 segment, Circle2 circle)
{
return SegmentCircle(segment.a, segment.b, circle.center, circle.radius);
}
///
/// Returns the distance between the closest points on the segment and the circle
///
public static float SegmentCircle(Vector2 segmentA, Vector2 segmentB, Vector2 circleCenter, float circleRadius)
{
Vector2 segmentAToCenter = circleCenter - segmentA;
Vector2 fromAtoB = segmentB - segmentA;
float segmentLength = fromAtoB.magnitude;
if (segmentLength < Geometry.Epsilon)
{
return segmentAToCenter.magnitude - circleRadius;
}
Vector2 segmentDirection = fromAtoB.normalized;
float centerProjection = Vector2.Dot(segmentDirection, segmentAToCenter);
if (centerProjection + circleRadius < -Geometry.Epsilon ||
centerProjection - circleRadius > segmentLength + Geometry.Epsilon)
{
// No intersection
if (centerProjection < 0)
{
return segmentAToCenter.magnitude - circleRadius;
}
return (circleCenter - segmentB).magnitude - circleRadius;
}
float sqrDistanceToA = segmentAToCenter.sqrMagnitude;
float sqrDistanceToLine = sqrDistanceToA - centerProjection*centerProjection;
float sqrDistanceToIntersection = circleRadius*circleRadius - sqrDistanceToLine;
if (sqrDistanceToIntersection < -Geometry.Epsilon)
{
// No intersection
if (centerProjection < -Geometry.Epsilon)
{
return Mathf.Sqrt(sqrDistanceToA) - circleRadius;
}
if (centerProjection > segmentLength + Geometry.Epsilon)
{
return (circleCenter - segmentB).magnitude - circleRadius;
}
return Mathf.Sqrt(sqrDistanceToLine) - circleRadius;
}
if (sqrDistanceToIntersection < Geometry.Epsilon)
{
if (centerProjection < -Geometry.Epsilon)
{
// No intersection
return Mathf.Sqrt(sqrDistanceToA) - circleRadius;
}
if (centerProjection > segmentLength + Geometry.Epsilon)
{
// No intersection
return (circleCenter - segmentB).magnitude - circleRadius;
}
// Point intersection
return 0;
}
// Line intersection
float distanceToIntersection = Mathf.Sqrt(sqrDistanceToIntersection);
float distanceA = centerProjection - distanceToIntersection;
float distanceB = centerProjection + distanceToIntersection;
bool pointAIsAfterSegmentA = distanceA > -Geometry.Epsilon;
bool pointBIsBeforeSegmentB = distanceB < segmentLength + Geometry.Epsilon;
if (pointAIsAfterSegmentA && pointBIsBeforeSegmentB)
{
// Two points intersection
return 0;
}
if (!pointAIsAfterSegmentA && !pointBIsBeforeSegmentB)
{
// The segment is inside, but no intersection
distanceB = -(distanceB - segmentLength);
return distanceA > distanceB ? distanceA : distanceB;
}
bool pointAIsBeforeSegmentB = distanceA < segmentLength + Geometry.Epsilon;
if (pointAIsAfterSegmentA && pointAIsBeforeSegmentB)
{
// Point A intersection
return 0;
}
bool pointBIsAfterSegmentA = distanceB > -Geometry.Epsilon;
if (pointBIsAfterSegmentA && pointBIsBeforeSegmentB)
{
// Point B intersection
return 0;
}
// No intersection
if (centerProjection < 0)
{
return Mathf.Sqrt(sqrDistanceToA) - circleRadius;
}
return (circleCenter - segmentB).magnitude - circleRadius;
}
#endregion Segment-Circle
#region Circle-Circle
///
/// Returns the distance between the closest points on the circles
///
///
/// Positive value if the circles do not intersect, negative otherwise.
/// Negative value can be interpreted as depth of penetration.
///
public static float CircleCircle(Circle2 circleA, Circle2 circleB)
{
return CircleCircle(circleA.center, circleA.radius, circleB.center, circleB.radius);
}
///
/// Returns the distance between the closest points on the circles
///
///
/// Positive value if the circles do not intersect, negative otherwise.
/// Negative value can be interpreted as depth of penetration.
///
public static float CircleCircle(Vector2 centerA, float radiusA, Vector2 centerB, float radiusB)
{
return Vector2.Distance(centerA, centerB) - radiusA - radiusB;
}
#endregion Circle-Circle
}
}