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@rgoupil
Last active Aug 21, 2020
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using Unity.Mathematics;
public static class math_ext
{
private static float2 vect2d(float2 p1, float2 p2)
{
float2 temp;
temp.x = (p2.x - p1.x);
temp.y = -(p2.y - p1.y);
return temp;
}
private static bool vectEquals(float2 a, float2 b)
{
return a.x == b.x && a.y == b.y;
}
public static bool PointIsInArea(float2 m, float2 A, float2 B, float2 C, float2 D)
{
if (vectEquals(A, B) && vectEquals(A, C) && vectEquals(A, D))
{
return vectEquals(A, m);
}
float2 AB = vect2d(A, B);
float C1 = -(AB.y * A.x + AB.x * A.y);
float D1 = (AB.y * m.x + AB.x * m.y) + C1;
float2 AD = vect2d(A, D);
float C2 = -(AD.y * A.x + AD.x * A.y);
float D2 = (AD.y * m.x + AD.x * m.y) + C2;
float2 BC = vect2d(B, C);
float C3 = -(BC.y * B.x + BC.x * B.y);
float D3 = (BC.y * m.x + BC.x * m.y) + C3;
float2 CD = vect2d(C, D);
float C4 = -(CD.y * C.x + CD.x * C.y);
float D4 = (CD.y * m.x + CD.x * m.y) + C4;
return 0 >= D1 && 0 >= D4 && 0 <= D2 && 0 >= D3;
}
}
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rgoupil commented May 17, 2020

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