/// Original version from ProBuilder 4.0. /// Certains methods have been stripped out due to dependencies. using System; using System.Collections.Generic; namespace UnityEngine.Polybrush { /// /// A collection of math functions that are useful when working with 3d meshes. /// public static class Math { /// /// Pi / 2. /// public const float phi = 1.618033988749895f; /// /// ProBuilder epsilon constant. /// const float k_FltEpsilon = float.Epsilon; /// /// Epsilon to use when comparing vertex positions for equality. /// const float k_FltCompareEpsilon = .0001f; /// /// The minimum distance a handle must move on an axis before considering that axis as engaged. /// internal const float handleEpsilon = .0001f; /// /// Get a point on the circumference of a circle. /// /// The radius of the circle. /// Where along the circle should the point be projected. Angle is in degrees. /// /// internal static Vector2 PointInCircumference(float radius, float angleInDegrees, Vector2 origin) { // Convert from degrees to radians via multiplication by PI/180 float x = (float)(radius * Mathf.Cos(Mathf.Deg2Rad * angleInDegrees)) + origin.x; float y = (float)(radius * Mathf.Sin(Mathf.Deg2Rad * angleInDegrees)) + origin.y; return new Vector2(x, y); } /// /// Provided a radius, latitudinal and longitudinal angle, return a position. /// /// /// /// /// internal static Vector3 PointInSphere(float radius, float latitudeAngle, float longitudeAngle) { float x = (radius * Mathf.Cos(Mathf.Deg2Rad * latitudeAngle) * Mathf.Sin(Mathf.Deg2Rad * longitudeAngle)); float y = (radius * Mathf.Sin(Mathf.Deg2Rad * latitudeAngle) * Mathf.Sin(Mathf.Deg2Rad * longitudeAngle)); float z = (radius * Mathf.Cos(Mathf.Deg2Rad * longitudeAngle)); return new Vector3(x, y, z); } /// /// Find the signed angle from direction a to direction b. /// /// The direction from which to rotate. /// The direction to rotate towards. /// A signed angle in degrees from direction a to direction b. internal static float SignedAngle(Vector2 a, Vector2 b) { float t = Vector2.Angle(a, b); if (b.x - a.x < 0) t = 360f - t; return t; } /// /// Squared distance between two points. This is the same as `(b - a).sqrMagnitude`. /// /// First point. /// Second point. /// public static float SqrDistance(Vector3 a, Vector3 b) { float dx = b.x - a.x, dy = b.y - a.y, dz = b.z - a.z; return dx * dx + dy * dy + dz * dz; } /// /// Get the area of a triangle. /// /// http://www.iquilezles.org/blog/?p=1579 /// First vertex position of the triangle. /// Second vertex position of the triangle. /// Third vertex position of the triangle. /// The area of the triangle. public static float TriangleArea(Vector3 x, Vector3 y, Vector3 z) { float a = SqrDistance(x, y), b = SqrDistance(y, z), c = SqrDistance(z, x); return Mathf.Sqrt((2f * a * b + 2f * b * c + 2f * c * a - a * a - b * b - c * c) / 16f); } /// /// Returns the Area of a polygon. /// /// /// /// internal static float PolygonArea(Vector3[] vertices, int[] indexes) { float area = 0f; for (int i = 0; i < indexes.Length; i += 3) area += TriangleArea(vertices[indexes[i]], vertices[indexes[i + 1]], vertices[indexes[i + 2]]); return area; } /// /// Returns a new point by rotating the Vector2 around an origin point. /// /// Vector2 original point. /// The pivot to rotate around. /// How far to rotate in degrees. /// internal static Vector2 RotateAroundPoint(this Vector2 v, Vector2 origin, float theta) { float cx = origin.x, cy = origin.y; // origin float px = v.x, py = v.y; // point float s = Mathf.Sin(theta * Mathf.Deg2Rad); float c = Mathf.Cos(theta * Mathf.Deg2Rad); // translate point back to origin: px -= cx; py -= cy; // rotate point float xnew = px * c + py * s; float ynew = -px * s + py * c; // translate point back: px = xnew + cx; py = ynew + cy; return new Vector2(px, py); } /// /// Scales a Vector2 using origin as the pivot point. /// /// /// /// /// public static Vector2 ScaleAroundPoint(this Vector2 v, Vector2 origin, Vector2 scale) { Vector2 tp = v - origin; tp = Vector2.Scale(tp, scale); tp += origin; return tp; } /// /// Reflects a point across a line segment. /// /// The point to reflect. /// First point of the line segment. /// Second point of the line segment. /// The reflected point. public static Vector2 ReflectPoint(Vector2 point, Vector2 lineStart, Vector2 lineEnd) { Vector2 line = lineEnd - lineStart; Vector2 perp = new Vector2(-line.y, line.x); // skip normalize float dist = Mathf.Sin(Vector2.Angle(line, point - lineStart) * Mathf.Deg2Rad) * Vector2.Distance(point, lineStart); return point + perp * (dist * 2f) * (Vector2.Dot(point - lineStart, perp) > 0 ? -1f : 1f); } internal static float SqrDistanceRayPoint(Ray ray, Vector3 point) { return Vector3.Cross(ray.direction, point - ray.origin).sqrMagnitude; } /// /// Get the distance between a point and a finite line segment. /// /// http://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment /// The point. /// Line start. /// Line end. /// The distance from point to the nearest point on a line segment. public static float DistancePointLineSegment(Vector2 point, Vector2 lineStart, Vector2 lineEnd) { // Return minimum distance between line segment vw and point p float l2 = ((lineStart.x - lineEnd.x) * (lineStart.x - lineEnd.x)) + ((lineStart.y - lineEnd.y) * (lineStart.y - lineEnd.y)); // i.e. |w-v|^2 - avoid a sqrt if (l2 == 0.0f) return Vector2.Distance(point, lineStart); // v == w case // Consider the line extending the segment, parameterized as v + t (w - v). // We find projection of point p onto the line. // It falls where t = [(p-v) . (w-v)] / |w-v|^2 float t = Vector2.Dot(point - lineStart, lineEnd - lineStart) / l2; if (t < 0.0) return Vector2.Distance(point, lineStart); // Beyond the 'v' end of the segment else if (t > 1.0) return Vector2.Distance(point, lineEnd); // Beyond the 'w' end of the segment Vector2 projection = lineStart + t * (lineEnd - lineStart); // Projection falls on the segment return Vector2.Distance(point, projection); } /// /// Get the distance between a point and a finite line segment. /// /// http://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment /// The point. /// Line start. /// Line end. /// The distance from point to the nearest point on a line segment. public static float DistancePointLineSegment(Vector3 point, Vector3 lineStart, Vector3 lineEnd) { // Return minimum distance between line segment vw and point p float l2 = ((lineStart.x - lineEnd.x) * (lineStart.x - lineEnd.x)) + ((lineStart.y - lineEnd.y) * (lineStart.y - lineEnd.y)) + ((lineStart.z - lineEnd.z) * (lineStart.z - lineEnd.z)); // i.e. |w-v|^2 - avoid a sqrt if (l2 == 0.0f) return Vector3.Distance(point, lineStart); // v == w case // Consider the line extending the segment, parameterized as v + t (w - v). // We find projection of point p onto the line. // It falls where t = [(p-v) . (w-v)] / |w-v|^2 float t = Vector3.Dot(point - lineStart, lineEnd - lineStart) / l2; if (t < 0.0) return Vector3.Distance(point, lineStart); // Beyond the 'v' end of the segment else if (t > 1.0) return Vector3.Distance(point, lineEnd); // Beyond the 'w' end of the segment Vector3 projection = lineStart + t * (lineEnd - lineStart); // Projection falls on the segment return Vector3.Distance(point, projection); } /// /// Calculate the nearest point between two rays. /// /// First ray. /// Second ray. /// public static Vector3 GetNearestPointRayRay(Ray a, Ray b) { return GetNearestPointRayRay(a.origin, a.direction, b.origin, b.direction); } internal static Vector3 GetNearestPointRayRay(Vector3 ao, Vector3 ad, Vector3 bo, Vector3 bd) { float dot = Vector3.Dot(ad, bd); float abs = Mathf.Abs(dot); // ray is parallel (or garbage) if ((abs - 1f) > Mathf.Epsilon || abs < Mathf.Epsilon) return ao; Vector3 c = bo - ao; float n = -dot * Vector3.Dot(bd, c) + Vector3.Dot(ad, c) * Vector3.Dot(bd, bd); float d = Vector3.Dot(ad, ad) * Vector3.Dot(bd, bd) - dot * dot; return ao + ad * (n / d); } // http://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect // Returns 1 if the lines intersect, otherwise 0. In addition, if the lines // intersect the intersection point may be stored in the intersect var internal static bool GetLineSegmentIntersect(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, ref Vector2 intersect) { intersect = Vector2.zero; Vector2 s1, s2; s1.x = p1.x - p0.x; s1.y = p1.y - p0.y; s2.x = p3.x - p2.x; s2.y = p3.y - p2.y; float s, t; s = (-s1.y * (p0.x - p2.x) + s1.x * (p0.y - p2.y)) / (-s2.x * s1.y + s1.x * s2.y); t = (s2.x * (p0.y - p2.y) - s2.y * (p0.x - p2.x)) / (-s2.x * s1.y + s1.x * s2.y); if (s >= 0 && s <= 1 && t >= 0 && t <= 1) { // Collision detected intersect.x = p0.x + (t * s1.x); intersect.y = p0.y + (t * s1.y); return true; } return false; } /// /// True or false lines, do lines intersect. /// /// /// /// /// /// internal static bool GetLineSegmentIntersect(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3) { Vector2 s1, s2; s1.x = p1.x - p0.x; s1.y = p1.y - p0.y; s2.x = p3.x - p2.x; s2.y = p3.y - p2.y; float s, t; s = (-s1.y * (p0.x - p2.x) + s1.x * (p0.y - p2.y)) / (-s2.x * s1.y + s1.x * s2.y); t = (s2.x * (p0.y - p2.y) - s2.y * (p0.x - p2.x)) / (-s2.x * s1.y + s1.x * s2.y); return (s >= 0 && s <= 1 && t >= 0 && t <= 1); } /// /// Test if a raycast intersects a triangle. Does not test for culling. /// /// /// http://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm /// http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf /// /// /// First vertex position in the triangle. /// Second vertex position in the triangle. /// Third vertex position in the triangle. /// If triangle is intersected, this is the distance of intersection point from ray origin. Zero if not intersected. /// If triangle is intersected, this is the point of collision. Zero if not intersected. /// True if ray intersects, false if not. public static bool RayIntersectsTriangle(Ray InRay, Vector3 InTriangleA, Vector3 InTriangleB, Vector3 InTriangleC, out float OutDistance, out Vector3 OutPoint) { OutDistance = 0f; OutPoint = Vector3.zero; //Find vectors for two edges sharing V1 Vector3 e1 = InTriangleB - InTriangleA; Vector3 e2 = InTriangleC - InTriangleA; //Begin calculating determinant - also used to calculate `u` parameter Vector3 P = Vector3.Cross(InRay.direction, e2); //if determinant is near zero, ray lies in plane of triangle float det = Vector3.Dot(e1, P); // Non-culling branch // { if (det > -Mathf.Epsilon && det < Mathf.Epsilon) return false; float inv_det = 1f / det; //calculate distance from V1 to ray origin Vector3 T = InRay.origin - InTriangleA; // Calculate u parameter and test bound float u = Vector3.Dot(T, P) * inv_det; //The intersection lies outside of the triangle if (u < 0f || u > 1f) return false; //Prepare to test v parameter Vector3 Q = Vector3.Cross(T, e1); //Calculate V parameter and test bound float v = Vector3.Dot(InRay.direction, Q) * inv_det; //The intersection lies outside of the triangle if (v < 0f || u + v > 1f) return false; float t = Vector3.Dot(e2, Q) * inv_det; // } if (t > Mathf.Epsilon) { //ray intersection OutDistance = t; OutPoint.x = (u * InTriangleB.x + v * InTriangleC.x + (1 - (u + v)) * InTriangleA.x); OutPoint.y = (u * InTriangleB.y + v * InTriangleC.y + (1 - (u + v)) * InTriangleA.y); OutPoint.z = (u * InTriangleB.z + v * InTriangleC.z + (1 - (u + v)) * InTriangleA.z); return true; } return false; } // Temporary vector3 values static Vector3 tv1, tv2, tv3, tv4; /// /// Non-allocating version of Ray / Triangle intersection. /// /// /// /// /// /// /// /// /// internal static bool RayIntersectsTriangle2(Vector3 origin, Vector3 dir, Vector3 vert0, Vector3 vert1, Vector3 vert2, out float distance, out Vector3 normal) { Math.Subtract(vert0, vert1, ref tv1); Math.Subtract(vert0, vert2, ref tv2); normal = Vector3.Cross(tv1, tv2); distance = 0f; // backface culling if (Vector3.Dot(dir, normal) > 0) return false; Math.Cross(dir, tv2, ref tv4); float det = Vector3.Dot(tv1, tv4); if (det < Mathf.Epsilon) return false; Math.Subtract(vert0, origin, ref tv3); float u = Vector3.Dot(tv3, tv4); if (u < 0f || u > det) return false; Math.Cross(tv3, tv1, ref tv4); float v = Vector3.Dot(dir, tv4); if (v < 0f || u + v > det) return false; distance = Vector3.Dot(tv2, tv4) * (1f / det); // no hit if point is behind the ray origin return distance > 0f; } /// /// Return the secant of a radian. /// Equivalent to: `1f / cos(x)`. /// /// The radian to calculate the secant of. /// The secant of radian x. public static float Secant(float x) { return 1f / Mathf.Cos(x); } /// /// Calculate the unit vector normal of 3 points. ///
/// Equivalent to: `B-A x C-A` ///
/// First point of the triangle. /// Second point of the triangle. /// Third point of the triangle. /// public static Vector3 Normal(Vector3 p0, Vector3 p1, Vector3 p2) { float ax = p1.x - p0.x, ay = p1.y - p0.y, az = p1.z - p0.z, bx = p2.x - p0.x, by = p2.y - p0.y, bz = p2.z - p0.z; Vector3 cross = Vector3.zero; Cross(ax, ay, az, bx, by, bz, ref cross.x, ref cross.y, ref cross.z); if (cross.magnitude < Mathf.Epsilon) { return new Vector3(0f, 0f, 0f); // bad triangle } else { cross.Normalize(); return cross; } } /// /// Get the average normal of a set of individual triangles. /// If p.Length % 3 == 0, finds the normal of each triangle in a face and returns the average. Otherwise return the normal of the first three points. /// /// /// internal static Vector3 Normal(IList p) { if (p == null || p.Count < 3) return Vector3.zero; int c = p.Count; if (c % 3 == 0) { Vector3 nrm = Vector3.zero; for (int i = 0; i < c; i += 3) nrm += Normal(p[i + 0], p[i + 1], p[i + 2]); nrm /= (c / 3f); nrm.Normalize(); return nrm; } Vector3 cross = Vector3.Cross(p[1] - p[0], p[2] - p[0]); if (cross.magnitude < Mathf.Epsilon) return new Vector3(0f, 0f, 0f); // bad triangle return cross.normalized; } /// /// Gets the average of a vector array. /// /// The array /// If provided the average is the sum of all points contained in the indexes array. If not, the entire v array is used. /// Average Vector3 of passed vertex array. public static Vector2 Average(IList array, IList indexes = null) { if (array == null) throw new ArgumentNullException("array"); Vector2 sum = Vector2.zero; float len = indexes == null ? array.Count : indexes.Count; if (indexes == null) for (int i = 0; i < len; i++) sum += array[i]; else for (int i = 0; i < len; i++) sum += array[indexes[i]]; return sum / len; } /// /// Gets the average of a vector array. /// /// The array. /// If provided the average is the sum of all points contained in the indexes array. If not, the entire v array is used. /// Average Vector3 of passed vertex array. public static Vector3 Average(IList array, IList indexes = null) { if (array == null) throw new ArgumentNullException("array"); Vector3 sum = Vector3.zero; float len = indexes == null ? array.Count : indexes.Count; if (indexes == null) { for (int i = 0; i < len; i++) { sum.x += array[i].x; sum.y += array[i].y; sum.z += array[i].z; } } else { for (int i = 0; i < len; i++) { sum.x += array[indexes[i]].x; sum.y += array[indexes[i]].y; sum.z += array[indexes[i]].z; } } return sum / len; } /// /// Average a set of vertices. /// /// The collection from which to select indices. /// The function used to get vertex values. /// /// /// internal static Vector3 Average(this IList list, Func selector, IList indexes = null) { if (list == null) throw new ArgumentNullException("list"); if (selector == null) throw new ArgumentNullException("selector"); Vector3 sum = Vector3.zero; float len = indexes == null ? list.Count : indexes.Count; if (indexes == null) { for (int i = 0; i < len; i++) sum += selector(list[i]); } else { for (int i = 0; i < len; i++) sum += selector(list[indexes[i]]); } return sum / len; } /// /// Average a set of Vector4. /// /// The collection from which to select indices. /// The indexes to use to compute the average value /// Average Vector4 from selected values public static Vector4 Average(IList v, IList indexes = null) { if (v == null) throw new ArgumentNullException("v"); Vector4 sum = Vector4.zero; float len = indexes == null ? v.Count : indexes.Count; if (indexes == null) for (int i = 0; i < len; i++) sum += v[i]; else for (int i = 0; i < len; i++) sum += v[indexes[i]]; return sum / len; } internal static Color Average(IList c, IList indexes = null) { if (c == null) throw new ArgumentNullException("c"); Color sum = c[0]; float len = indexes == null ? c.Count : indexes.Count; if (indexes == null) for (int i = 1; i < len; i++) sum += c[i]; else for (int i = 1; i < len; i++) sum += c[indexes[i]]; return sum / len; } /// /// Compares two Vector2 values component-wise, allowing for a margin of error. /// /// First Vector2 value. /// Second Vector2 value. /// The maximum difference between components allowed. /// True if a and b components are respectively within delta distance of one another. internal static bool Approx2(this Vector2 a, Vector2 b, float delta = k_FltCompareEpsilon) { return Mathf.Abs(a.x - b.x) < delta && Mathf.Abs(a.y - b.y) < delta; } /// /// Compares two Vector3 values component-wise, allowing for a margin of error. /// /// First Vector3 value. /// Second Vector3 value. /// The maximum difference between components allowed. /// True if a and b components are respectively within delta distance of one another. internal static bool Approx3(this Vector3 a, Vector3 b, float delta = k_FltCompareEpsilon) { return Mathf.Abs(a.x - b.x) < delta && Mathf.Abs(a.y - b.y) < delta && Mathf.Abs(a.z - b.z) < delta; } /// /// Compares two Vector4 values component-wise, allowing for a margin of error. /// /// First Vector4 value. /// Second Vector4 value. /// The maximum difference between components allowed. /// True if a and b components are respectively within delta distance of one another. internal static bool Approx4(this Vector4 a, Vector4 b, float delta = k_FltCompareEpsilon) { return Mathf.Abs(a.x - b.x) < delta && Mathf.Abs(a.y - b.y) < delta && Mathf.Abs(a.z - b.z) < delta && Mathf.Abs(a.w - b.w) < delta; } /// /// Compares two Color values component-wise, allowing for a margin of error. /// /// First Color value. /// Second Color value. /// The maximum difference between components allowed. /// True if a and b components are respectively within delta distance of one another. internal static bool ApproxC(this Color a, Color b, float delta = k_FltCompareEpsilon) { return Mathf.Abs(a.r - b.r) < delta && Mathf.Abs(a.g - b.g) < delta && Mathf.Abs(a.b - b.b) < delta && Mathf.Abs(a.a - b.a) < delta; } /// /// Compares two float values component-wise, allowing for a margin of error. /// /// First float value. /// Second float value. /// The maximum difference between components allowed. /// True if a and b components are respectively within delta distance of one another. internal static bool Approx(this float a, float b, float delta = k_FltCompareEpsilon) { return Mathf.Abs(b - a) < Mathf.Abs(delta); } /// /// Wrap value to range. /// /// /// http://stackoverflow.com/questions/707370/clean-efficient-algorithm-for-wrapping-integers-in-c /// /// /// /// /// internal static int Wrap(int value, int lowerBound, int upperBound) { int range_size = upperBound - lowerBound + 1; if (value < lowerBound) value += range_size * ((lowerBound - value) / range_size + 1); return lowerBound + (value - lowerBound) % range_size; } /// /// Clamp a int to a range. /// /// The value to clamp. /// The lowest value that the clamped value can be. /// The highest value that the clamped value can be. /// A value clamped with the range of lowerBound and upperBound. public static int Clamp(int value, int lowerBound, int upperBound) { return value upperBound ? upperBound : value; } internal static Vector3 ToSignedMask(this Vector3 vec, float delta = k_FltEpsilon) { return new Vector3( Mathf.Abs(vec.x) > delta ? vec.x / Mathf.Abs(vec.x) : 0f, Mathf.Abs(vec.y) > delta ? vec.y / Mathf.Abs(vec.y) : 0f, Mathf.Abs(vec.z) > delta ? vec.z / Mathf.Abs(vec.z) : 0f ); } internal static Vector3 Abs(this Vector3 v) { return new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z)); } internal static int IntSum(this Vector3 mask) { return (int)Mathf.Abs(mask.x) + (int)Mathf.Abs(mask.y) + (int)Mathf.Abs(mask.z); } /// /// Non-allocating cross product. /// /// /// `ref` does not box with primitive types (https://msdn.microsoft.com/en-us/library/14akc2c7.aspx) /// /// /// /// /// /// internal static void Cross(Vector3 a, Vector3 b, ref float x, ref float y, ref float z) { x = a.y * b.z - a.z * b.y; y = a.z * b.x - a.x * b.z; z = a.x * b.y - a.y * b.x; } /// /// Non-allocating cross product. /// /// /// /// internal static void Cross(Vector3 a, Vector3 b, ref Vector3 res) { res.x = a.y * b.z - a.z * b.y; res.y = a.z * b.x - a.x * b.z; res.z = a.x * b.y - a.y * b.x; } /// /// Non-allocating cross product. /// /// /// /// /// /// /// /// /// /// internal static void Cross(float ax, float ay, float az, float bx, float by, float bz, ref float x, ref float y, ref float z) { x = ay * bz - az * by; y = az * bx - ax * bz; z = ax * by - ay * bx; } internal static void Add(Vector3 a, Vector3 b, ref Vector3 res) { res.x = a.x + b.x; res.y = a.y + b.y; res.z = a.z + b.z; } /// /// Vector subtraction without allocating a new vector. /// /// /// /// internal static void Subtract(Vector3 a, Vector3 b, ref Vector3 res) { res.x = b.x - a.x; res.y = b.y - a.y; res.z = b.z - a.z; } internal static void Divide(Vector3 vector, float value, ref Vector3 res) { res.x = vector.x / value; res.y = vector.y / value; res.z = vector.z / value; } internal static void Multiply(Vector3 vector, float value, ref Vector3 res) { res.x = vector.x * value; res.y = vector.y * value; res.z = vector.z * value; } internal static int Min(int a, int b) { return a < b ? a : b; } internal static int Max(int a, int b) { return a > b ? a : b; } internal static bool IsNumber(float value) { return !(float.IsInfinity(value) || float.IsNaN(value)); } internal static bool IsNumber(Vector2 value) { return IsNumber(value.x) && IsNumber(value.y); } internal static bool IsNumber(Vector3 value) { return IsNumber(value.x) && IsNumber(value.y) && IsNumber(value.z); } internal static bool IsNumber(Vector4 value) { return IsNumber(value.x) && IsNumber(value.y) && IsNumber(value.z) && IsNumber(value.w); } internal static float MakeNonZero(float value, float min = .0001f) { if (float.IsNaN(value) || float.IsInfinity(value) || Mathf.Abs(value) < min) return min * Mathf.Sign(value); return value; } /// /// True if all elements of a vector are equal. /// /// /// internal static bool VectorIsUniform(Vector3 vector) { return Mathf.Abs(vector.x - vector.y) < Mathf.Epsilon && Mathf.Abs(vector.x - vector.z) < Mathf.Epsilon; } /// /// Returns a weighted average from values "array", "indices", and a lookup table of index weights. /// /// /// /// /// internal static Vector3 WeightedAverage(Vector3[] array, IList indices, float[] weightLookup) { if (array == null || indices == null || weightLookup == null) return Vector3.zero; float sum = 0f; Vector3 avg = Vector3.zero; for (int i = 0; i < indices.Count; i++) { float weight = weightLookup[indices[i]]; avg.x += array[indices[i]].x * weight; avg.y += array[indices[i]].y * weight; avg.z += array[indices[i]].z * weight; sum += weight; } return sum > Mathf.Epsilon ? avg /= sum : Vector3.zero; } } }