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using Unity.Collections;
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using Unity.Mathematics;
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namespace UnityEngine.U2D
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{
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public static class BezierUtility
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{
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static Vector3[] s_TempPoints = new Vector3[3];
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public static Vector3 BezierPoint(Vector3 startPosition, Vector3 startTangent, Vector3 endTangent, Vector3 endPosition, float t)
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{
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float s = 1.0f - t;
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return s * s * s * startPosition + 3.0f * s * s * t * startTangent + 3.0f * s * t * t * endTangent + t * t * t * endPosition;
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}
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internal static float GetSpritePixelWidth(Sprite sprite)
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{
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float4 meta = new float4(sprite.pixelsPerUnit, sprite.pivot.y / sprite.textureRect.height, sprite.rect.width, sprite.rect.height);
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float4 border = new float4(sprite.border.x, sprite.border.y, sprite.border.z, sprite.border.w);
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float rpunits = 1.0f / meta.x;
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float2 whsize = new float2(meta.z, meta.w) * rpunits;
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border = border * rpunits;
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float stPixelU = border.x;
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float enPixelU = whsize.x - border.z;
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float pxlWidth = enPixelU - stPixelU;
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return pxlWidth;
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}
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internal static float BezierLength(NativeArray<ShapeControlPoint> shapePoints, int splineDetail)
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{
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// Expand the Bezier.
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int controlPointContour = shapePoints.Length - 1;
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float spd = 0;
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float fmax = (float)(splineDetail - 1);
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for (int i = 0; i < controlPointContour; ++i)
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{
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int j = i + 1;
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ShapeControlPoint cp = shapePoints[i];
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ShapeControlPoint pp = shapePoints[j];
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Vector3 p0 = cp.position;
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Vector3 p1 = pp.position;
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Vector3 sp = p0;
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Vector3 rt = p0 + cp.rightTangent;
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Vector3 lt = p1 + pp.leftTangent;
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for (int n = 0; n < splineDetail; ++n)
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{
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float t = (float)n / fmax;
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Vector3 bp = BezierPoint(rt, p0, p1, lt, t);
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spd += math.distance(bp, sp);
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sp = bp;
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}
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}
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return spd;
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}
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public static Vector3 ClosestPointOnCurve(Vector3 point, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, out float t)
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{
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Vector3 startToEnd = endPosition - startPosition;
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Vector3 startToTangent = (startTangent - startPosition);
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Vector3 endToTangent = (endTangent - endPosition);
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float sqrError = 0.001f;
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if (Colinear(startToTangent, startToEnd, sqrError) && Colinear(endToTangent, startToEnd, sqrError))
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return ClosestPointToSegment(point, startPosition, endPosition, out t);
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Vector3 leftStartPosition;
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Vector3 leftEndPosition;
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Vector3 leftStartTangent;
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Vector3 leftEndTangent;
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Vector3 rightStartPosition;
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Vector3 rightEndPosition;
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Vector3 rightStartTangent;
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Vector3 rightEndTangent;
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float leftStartT = 0f;
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float leftEndT = 0.5f;
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float rightStartT = 0.5f;
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float rightEndT = 1f;
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SplitBezier(0.5f, startPosition, endPosition, startTangent, endTangent,
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out leftStartPosition, out leftEndPosition, out leftStartTangent, out leftEndTangent,
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out rightStartPosition, out rightEndPosition, out rightStartTangent, out rightEndTangent);
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Vector3 pointLeft = ClosestPointOnCurveIterative(point, leftStartPosition, leftEndPosition, leftStartTangent, leftEndTangent, sqrError, ref leftStartT, ref leftEndT);
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Vector3 pointRight = ClosestPointOnCurveIterative(point, rightStartPosition, rightEndPosition, rightStartTangent, rightEndTangent, sqrError, ref rightStartT, ref rightEndT);
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if ((point - pointLeft).sqrMagnitude < (point - pointRight).sqrMagnitude)
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{
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t = leftStartT;
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return pointLeft;
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}
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t = rightStartT;
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return pointRight;
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}
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public static Vector3 ClosestPointOnCurveFast(Vector3 point, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, out float t)
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{
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float sqrError = 0.001f;
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float startT = 0f;
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float endT = 1f;
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Vector3 closestPoint = ClosestPointOnCurveIterative(point, startPosition, endPosition, startTangent, endTangent, sqrError, ref startT, ref endT);
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t = startT;
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return closestPoint;
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}
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private static Vector3 ClosestPointOnCurveIterative(Vector3 point, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, float sqrError, ref float startT, ref float endT)
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{
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while ((startPosition - endPosition).sqrMagnitude > sqrError)
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{
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Vector3 startToEnd = endPosition - startPosition;
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Vector3 startToTangent = (startTangent - startPosition);
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Vector3 endToTangent = (endTangent - endPosition);
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if (Colinear(startToTangent, startToEnd, sqrError) && Colinear(endToTangent, startToEnd, sqrError))
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{
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float t;
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Vector3 closestPoint = ClosestPointToSegment(point, startPosition, endPosition, out t);
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t *= (endT - startT);
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startT += t;
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endT -= t;
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return closestPoint;
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}
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Vector3 leftStartPosition;
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Vector3 leftEndPosition;
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Vector3 leftStartTangent;
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Vector3 leftEndTangent;
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Vector3 rightStartPosition;
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Vector3 rightEndPosition;
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Vector3 rightStartTangent;
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Vector3 rightEndTangent;
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SplitBezier(0.5f, startPosition, endPosition, startTangent, endTangent,
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out leftStartPosition, out leftEndPosition, out leftStartTangent, out leftEndTangent,
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out rightStartPosition, out rightEndPosition, out rightStartTangent, out rightEndTangent);
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s_TempPoints[0] = leftStartPosition;
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s_TempPoints[1] = leftStartTangent;
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s_TempPoints[2] = leftEndTangent;
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float sqrDistanceLeft = SqrDistanceToPolyLine(point, s_TempPoints);
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s_TempPoints[0] = rightEndPosition;
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s_TempPoints[1] = rightEndTangent;
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s_TempPoints[2] = rightStartTangent;
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float sqrDistanceRight = SqrDistanceToPolyLine(point, s_TempPoints);
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if (sqrDistanceLeft < sqrDistanceRight)
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{
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startPosition = leftStartPosition;
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endPosition = leftEndPosition;
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startTangent = leftStartTangent;
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endTangent = leftEndTangent;
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endT -= (endT - startT) * 0.5f;
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}
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else
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{
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startPosition = rightStartPosition;
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endPosition = rightEndPosition;
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startTangent = rightStartTangent;
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endTangent = rightEndTangent;
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startT += (endT - startT) * 0.5f;
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}
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}
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return endPosition;
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}
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public static void SplitBezier(float t, Vector3 startPosition, Vector3 endPosition, Vector3 startRightTangent, Vector3 endLeftTangent,
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out Vector3 leftStartPosition, out Vector3 leftEndPosition, out Vector3 leftStartTangent, out Vector3 leftEndTangent,
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out Vector3 rightStartPosition, out Vector3 rightEndPosition, out Vector3 rightStartTangent, out Vector3 rightEndTangent)
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{
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Vector3 tangent0 = (startRightTangent - startPosition);
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Vector3 tangent1 = (endLeftTangent - endPosition);
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Vector3 tangentEdge = (endLeftTangent - startRightTangent);
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Vector3 tangentPoint0 = startPosition + tangent0 * t;
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Vector3 tangentPoint1 = endPosition + tangent1 * (1f - t);
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Vector3 tangentEdgePoint = startRightTangent + tangentEdge * t;
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Vector3 newTangent0 = tangentPoint0 + (tangentEdgePoint - tangentPoint0) * t;
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Vector3 newTangent1 = tangentPoint1 + (tangentEdgePoint - tangentPoint1) * (1f - t);
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Vector3 newTangentEdge = newTangent1 - newTangent0;
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Vector3 bezierPoint = newTangent0 + newTangentEdge * t;
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leftStartPosition = startPosition;
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leftEndPosition = bezierPoint;
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leftStartTangent = tangentPoint0;
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leftEndTangent = newTangent0;
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rightStartPosition = bezierPoint;
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rightEndPosition = endPosition;
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rightStartTangent = newTangent1;
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rightEndTangent = tangentPoint1;
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}
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private static Vector3 ClosestPointToSegment(Vector3 point, Vector3 segmentStart, Vector3 segmentEnd, out float t)
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{
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Vector3 relativePoint = point - segmentStart;
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Vector3 segment = (segmentEnd - segmentStart);
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Vector3 segmentDirection = segment.normalized;
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float length = segment.magnitude;
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float dot = Vector3.Dot(relativePoint, segmentDirection);
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if (dot <= 0f)
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dot = 0f;
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else if (dot >= length)
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dot = length;
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t = dot / length;
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return segmentStart + segment * t;
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}
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private static float SqrDistanceToPolyLine(Vector3 point, Vector3[] points)
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{
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float minDistance = float.MaxValue;
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for (int i = 0; i < points.Length - 1; ++i)
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{
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float distance = SqrDistanceToSegment(point, points[i], points[i + 1]);
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if (distance < minDistance)
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minDistance = distance;
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}
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return minDistance;
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}
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private static float SqrDistanceToSegment(Vector3 point, Vector3 segmentStart, Vector3 segmentEnd)
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{
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Vector3 relativePoint = point - segmentStart;
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Vector3 segment = (segmentEnd - segmentStart);
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Vector3 segmentDirection = segment.normalized;
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float length = segment.magnitude;
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float dot = Vector3.Dot(relativePoint, segmentDirection);
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if (dot <= 0f)
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return (point - segmentStart).sqrMagnitude;
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else if (dot >= length)
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return (point - segmentEnd).sqrMagnitude;
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return Vector3.Cross(relativePoint, segmentDirection).sqrMagnitude;
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}
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private static bool Colinear(Vector3 v1, Vector3 v2, float error = 0.0001f)
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{
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return Mathf.Abs(v1.x * v2.y - v1.y * v2.x + v1.x * v2.z - v1.z * v2.x + v1.y * v2.z - v1.z * v2.y) < error;
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}
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}
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}
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