示例#1
0
        /// <summary>
        /// 判断点point是否在矩形内
        /// </summary>
        public static bool IsPointInRectangle(Vector3 point, Vector3 rectA, Vector3 rectC, Vector3 rectB, Vector3 rectD)
        {
            Vector3 vector = rectC - rectA;
            float   size   = -(vector.magnitude / 2f);

            vector = Math3d.AddVectorLength(vector, size);
            Vector3 linePoint = rectA + vector;
            Vector3 vector2   = rectB - rectA;
            float   num       = vector2.magnitude / 2f;
            Vector3 vector3   = rectD - rectA;
            float   num2      = vector3.magnitude / 2f;
            Vector3 a         = Math3d.ProjectPointOnLine(linePoint, vector2.normalized, point);
            float   magnitude = (a - point).magnitude;

            a = Math3d.ProjectPointOnLine(linePoint, vector3.normalized, point);
            float magnitude2 = (a - point).magnitude;

            return(magnitude2 <= num && magnitude <= num2);
        }
示例#2
0
        /// <summary>
        ///  一个点在一条线段上的投影点
        /// </summary>
        /// <param name="linePoint1"></param>
        /// <param name="linePoint2"></param>
        /// <param name="point"></param>
        /// <returns></returns>
        public static Vector3 ProjectPointOnLineSegment(Vector3 linePoint1, Vector3 linePoint2, Vector3 point)
        {
            Vector3 vector = Math3d.ProjectPointOnLine(linePoint1, (linePoint2 - linePoint1).normalized, point);
            int     num    = Math3d.PointOnWhichSideOfLineSegment(linePoint1, linePoint2, vector);

            if (num == 0)
            {
                return(vector);
            }
            if (num == 1)
            {
                return(linePoint1);
            }
            if (num == 2)
            {
                return(linePoint2);
            }
            return(Vector3.zero);
        }