A* Pathfinding Project
3.8.6
The A* Pathfinding Project for Unity 3D
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Utility functions for working with polygons, lines, and other vector math. More...
Utility functions for working with polygons, lines, and other vector math.
All functions which accepts Vector3s but work in 2D space uses the XZ space if nothing else is said.
Static Public Member Functions | |
static Vector3 | ClosestPointOnTriangle (Vector3[] triangle, Vector3 point) |
Returns the closest point on the triangle. | |
static Vector2 | ClosestPointOnTriangle (Vector2 a, Vector2 b, Vector2 c, Vector2 p) |
Closest point on the triangle abc to the point p. | |
static Vector3 | ClosestPointOnTriangle (Vector3 a, Vector3 b, Vector3 c, Vector3 p) |
Closest point on the triangle abc to the point p. | |
static Vector3 | ClosestPointOnTriangleOld (Vector3 tr0, Vector3 tr1, Vector3 tr2, Vector3 point) |
Returns the closest point on the triangle. | |
static bool | ContainsPoint (Vector3 a, Vector3 b, Vector3 c, Vector3 p) |
Returns if the triangle ABC contains the point p in XZ space. | |
static bool | ContainsPoint (Int3 a, Int3 b, Int3 c, Int3 p) |
Returns if the triangle ABC contains the point p. | |
static bool | ContainsPoint (Int2 a, Int2 b, Int2 c, Int2 p) |
Returns if the triangle ABC contains the point p. | |
static bool | ContainsPoint (Vector3[] polyPoints, Vector3 p) |
Checks if p is inside the polygon (XZ space) | |
static bool | ContainsPoint (Vector2[] polyPoints, Vector2 p) |
Checks if p is inside the polygon. | |
static bool | ContainsPointXZ (Vector3 a, Vector3 b, Vector3 c, Vector3 p) |
Returns if the triangle ABC contains the point p in XZ space. | |
static bool | ContainsPointXZ (Int3 a, Int3 b, Int3 c, Int3 p) |
Returns if the triangle ABC contains the point p. | |
static bool | ContainsPointXZ (Vector3[] polyPoints, Vector3 p) |
Checks if p is inside the polygon (XZ space). | |
static Vector3[] | ConvexHull (Vector3[] points) |
Calculates convex hull in XZ space for the points. | |
static Vector3[] | ConvexHullXZ (Vector3[] points) |
Calculates convex hull in XZ space for the points. | |
static float | DistanceSegmentSegment3D (Vector3 s1, Vector3 e1, Vector3 s2, Vector3 e2) |
Get the 3D minimum distance between 2 segments Input: two 3D line segments S1 and S2. | |
static bool | IntersectionFactor (Int3 start1, Int3 end1, Int3 start2, Int3 end2, out float factor1, out float factor2) |
Returns the intersection factors for line 1 and line 2. | |
static bool | IntersectionFactor (Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out float factor1, out float factor2) |
Returns the intersection factors for line 1 and line 2. | |
static float | IntersectionFactor (Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2) |
Returns the intersection factor for line 1 with line 2. | |
static float | IntersectionFactorRay (Int3 start1, Int3 end1, Int3 start2, Int3 end2) |
Returns the intersection factor for line 1 with ray 2. | |
static bool | IntersectionFactorRaySegment (Int3 start1, Int3 end1, Int3 start2, Int3 end2) |
Returns if the ray (start1, end1) intersects the segment (start2, end2). | |
static Vector3 | IntersectionPoint (Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2) |
Returns the intersection point between the two lines. | |
static Vector3 | IntersectionPoint (Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out bool intersects) |
Returns the intersection point between the two lines. | |
static Vector2 | IntersectionPoint (Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2) |
Returns the intersection point between the two lines. | |
static Vector2 | IntersectionPoint (Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2, out bool intersects) |
Returns the intersection point between the two lines. | |
static Vector3 | IntersectionPointOptimized (Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2) |
Intersection point between two infinite lines. | |
static Vector3 | IntersectionPointOptimized (Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2, out bool intersects) |
Intersection point between two infinite lines. | |
static bool | Intersects (Int2 start1, Int2 end1, Int2 start2, Int2 end2) |
Returns if the line segment a2 - b2 intersects the line segment a - b. | |
static bool | Intersects (Int3 start1, Int3 end1, Int3 start2, Int3 end2) |
Returns if the line segment a2 - b2 intersects the line segment a - b. | |
static bool | Intersects (Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2) |
Returns if the two line segments intersects. | |
static bool | IntersectsUnclamped (Vector3 a, Vector3 b, Vector3 a2, Vector3 b2) |
Returns if the line segment a2 - b2 intersects the infinite line a - b. | |
static bool | IsClockwise (Vector3 a, Vector3 b, Vector3 c) |
Returns if the points a in a clockwise order. | |
static bool | IsClockwise (Int3 a, Int3 b, Int3 c) |
Returns if the points a in a clockwise order. | |
static bool | IsClockwiseMargin (Vector3 a, Vector3 b, Vector3 c) |
Returns if the points a in a clockwise order. | |
static bool | IsClockwiseMargin (Int3 a, Int3 b, Int3 c) |
Returns true if the points a in a clockwise order or if they are colinear. | |
static bool | IsClockwiseMargin (Int2 a, Int2 b, Int2 c) |
Returns true if the points a in a clockwise order or if they are colinear. | |
static bool | IsColinear (Int3 a, Int3 b, Int3 c) |
Returns if the points are colinear (lie on a straight line) | |
static bool | IsColinear (Vector3 a, Vector3 b, Vector3 c) |
Returns if the points are colinear (lie on a straight line) | |
static bool | IsColinearAlmost (Int3 a, Int3 b, Int3 c) |
Returns if the points are colinear (lie on a straight line) | |
static bool | Left (Vector3 a, Vector3 b, Vector3 p) |
Returns if p lies on the left side of the line a - b. | |
static bool | Left (Vector2 a, Vector2 b, Vector2 p) |
Returns if p lies on the left side of the line a - b. | |
static bool | Left (Int3 a, Int3 b, Int3 p) |
Returns if p lies on the left side of the line a - b. | |
static bool | Left (Int2 a, Int2 b, Int2 p) |
Returns if p lies on the left side of the line a - b. | |
static bool | LeftNotColinear (Vector3 a, Vector3 b, Vector3 p) |
Returns if p lies on the left side of the line a - b. | |
static bool | LeftNotColinear (Int3 a, Int3 b, Int3 p) |
Returns if p lies on the left side of the line a - b. | |
static bool | LineIntersectsBounds (Bounds bounds, Vector3 a, Vector3 b) |
Does the line segment intersect the bounding box. | |
static Vector3 | SegmentIntersectionPoint (Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out bool intersects) |
Returns the intersection point between the two line segments in XZ space. | |
static Vector3[] | Subdivide (Vector3[] path, int subdivisions) |
Subdivides path and returns the new array with interpolated values. | |
static long | TriangleArea (Int3 a, Int3 b, Int3 c) |
Signed area of a triangle in the XZ plane multiplied by 2. | |
static float | TriangleArea (Vector3 a, Vector3 b, Vector3 c) |
Signed area of a triangle in the XZ plane multiplied by 2. | |
static long | TriangleArea2 (Int3 a, Int3 b, Int3 c) |
Signed area of a triangle in the XZ plane multiplied by 2. | |
static float | TriangleArea2 (Vector3 a, Vector3 b, Vector3 c) |
Signed area of a triangle in the XZ plane multiplied by 2. | |
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Returns the closest point on the triangle.
The triangle array must have a length of at least 3.
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Closest point on the triangle abc to the point p.
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Closest point on the triangle abc to the point p.
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Returns the closest point on the triangle.
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Returns if the triangle ABC contains the point p in XZ space.
Returns if the triangle ABC contains the point p.
Returns if the triangle ABC contains the point p.
The triangle vertices are assumed to be laid out in clockwise order.
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Checks if p is inside the polygon (XZ space)
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Checks if p is inside the polygon.
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Returns if the triangle ABC contains the point p in XZ space.
The triangle vertices are assumed to be laid out in clockwise order.
Returns if the triangle ABC contains the point p.
The triangle vertices are assumed to be laid out in clockwise order.
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Checks if p is inside the polygon (XZ space).
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Calculates convex hull in XZ space for the points.
Implemented using the very simple Gift Wrapping Algorithm which has a complexity of O(nh) where n is the number of points and h is the number of points on the hull, so it is in the worst case quadratic.
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Calculates convex hull in XZ space for the points.
Implemented using the very simple Gift Wrapping Algorithm which has a complexity of O(nh) where n is the number of points and h is the number of points on the hull, so it is in the worst case quadratic.
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Get the 3D minimum distance between 2 segments Input: two 3D line segments S1 and S2.
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Returns the intersection factors for line 1 and line 2.
The intersection factors is a distance along the line start - end where the other line intersects it.
Lines are treated as infinite.
false is returned if the lines are parallel and true if they are not. Only the XZ coordinates are used.
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Returns the intersection factors for line 1 and line 2.
The intersection factors is a distance along the line start - end where the other line intersects it.
Lines are treated as infinite.
false is returned if the lines are parallel and true if they are not. Only the XZ coordinates are used.
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Returns the intersection factor for line 1 with line 2.
The intersection factor is a distance along the line start1 - end1 where the line start2 - end2 intersects it.
. Lines are treated as infinite.
-1 is returned if the lines are parallel (note that this is a valid return value if they are not parallel too) *
Returns the intersection factor for line 1 with ray 2.
The intersection factors is a factor distance along the line start - end where the other line intersects it.
Lines are treated as infinite.
The second "line" is treated as a ray, meaning only matches on start2 or forwards towards end2 (and beyond) will be returned If the point lies on the wrong side of the ray start, Nan will be returned.
NaN is returned if the lines are parallel. *
Returns if the ray (start1, end1) intersects the segment (start2, end2).
false is returned if the lines are parallel. Only the XZ coordinates are used.
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Returns the intersection point between the two lines.
Lines are treated as infinite. start1 is returned if the lines are parallel
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Returns the intersection point between the two lines.
Lines are treated as infinite. start1 is returned if the lines are parallel
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Returns the intersection point between the two lines.
Lines are treated as infinite. start1 is returned if the lines are parallel
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Returns the intersection point between the two lines.
Lines are treated as infinite. start1 is returned if the lines are parallel
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Intersection point between two infinite lines.
Lines are treated as infinite. If the lines are parallel 'start1' will be returned. Intersections are calculated on the XZ plane.
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Intersection point between two infinite lines.
Lines are treated as infinite. If the lines are parallel 'start1' will be returned. Intersections are calculated on the XZ plane.
Returns if the line segment a2 - b2 intersects the line segment a - b.
If only the endpoints coincide, the result is undefined (may be true or false).
Returns if the line segment a2 - b2 intersects the line segment a - b.
If only the endpoints coincide, the result is undefined (may be true or false).
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Returns if the two line segments intersects.
The lines are NOT treated as infinite (just for clarification)
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Returns if the line segment a2 - b2 intersects the infinite line a - b.
a-b is infinite, a2-b2 is not infinite
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Returns if the points a in a clockwise order.
Returns if the points a in a clockwise order.
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Returns if the points a in a clockwise order.
Will return true even if the points are colinear or very slightly counter-clockwise (if the signed area of the triangle formed by the points has an area less than or equals to float.Epsilon)
Returns true if the points a in a clockwise order or if they are colinear.
Returns true if the points a in a clockwise order or if they are colinear.
Returns if the points are colinear (lie on a straight line)
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Returns if the points are colinear (lie on a straight line)
Returns if the points are colinear (lie on a straight line)
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Returns if p lies on the left side of the line a - b.
Uses XZ space. Also returns true if the points are colinear
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Returns if p lies on the left side of the line a - b.
Also returns true if the points are colinear
Returns if p lies on the left side of the line a - b.
Uses XZ space. Also returns true if the points are colinear
Returns if p lies on the left side of the line a - b.
Also returns true if the points are colinear
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Returns if p lies on the left side of the line a - b.
Uses XZ space. Does not return true if the points are colinear.
Returns if p lies on the left side of the line a - b.
Uses XZ space.
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Does the line segment intersect the bounding box.
The line is NOT treated as infinite.
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Returns the intersection point between the two line segments in XZ space.
Lines are NOT treated as infinite. start1 is returned if the line segments do not intersect The point will be returned along the line [start1, end1] (this matters only for the y coordinate).
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Subdivides path and returns the new array with interpolated values.
The returned array is path subdivided subdivisions times, the resulting points are interpolated using Mathf.SmoothStep.
If subdivisions is less or equal to 0 (zero), the original array will be returned
Signed area of a triangle in the XZ plane multiplied by 2.
This will be negative for clockwise triangles and positive for counter-clockwise ones. This method can handle larger numbers than TriangleArea2(Int3)
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Signed area of a triangle in the XZ plane multiplied by 2.
This will be negative for clockwise triangles and positive for counter-clockwise ones. Idential to TriangleArea2(Vector3), kept for compability.
Signed area of a triangle in the XZ plane multiplied by 2.
This will be negative for clockwise triangles and positive for counter-clockwise ones
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Signed area of a triangle in the XZ plane multiplied by 2.
This will be negative for clockwise triangles and positive for counter-clockwise ones.