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- using System.Collections.Generic;
- using System.Linq;
- using System.Net;
- using System.Net.Sockets;
- using AdditionalMathf;
- using UnityEngine;
- public class Helpers
- {
- public static void DrawPlane(Vector3 position, Vector3 normal)
- {
- Vector3 v3;
- if (normal.normalized != Vector3.forward)
- v3 = Vector3.Cross(normal, Vector3.forward).normalized * normal.magnitude;
- else
- v3 = Vector3.Cross(normal, Vector3.up).normalized * normal.magnitude;
- var corner0 = position + v3;
- var corner2 = position - v3;
- var q = Quaternion.AngleAxis(90.0f, normal);
- v3 = q * v3;
- var corner1 = position + v3;
- var corner3 = position - v3;
- Debug.DrawLine(corner0, corner2, Color.green);
- Debug.DrawLine(corner1, corner3, Color.green);
- Debug.DrawLine(corner0, corner1, Color.green);
- Debug.DrawLine(corner1, corner2, Color.green);
- Debug.DrawLine(corner2, corner3, Color.green);
- Debug.DrawLine(corner3, corner0, Color.green);
- Debug.DrawRay(position, normal, Color.red);
- }
- public static void DrawLine(Vector3 p1, Vector3 p2, float width)
- {
- var count = 1 + Mathf.CeilToInt(width); // how many lines are needed.
- if (count == 1)
- {
- Gizmos.DrawLine(p1, p2);
- }
- else
- {
- var c = Camera.current;
- if (c == null)
- {
- Debug.LogError("Camera.current is null");
- return;
- }
- var scp1 = c.WorldToScreenPoint(p1);
- var scp2 = c.WorldToScreenPoint(p2);
- var v1 = (scp2 - scp1).normalized; // line direction
- var n = Vector3.Cross(v1, Vector3.forward); // normal vector
- for (var i = 0; i < count; i++)
- {
- var o = 0.99f * n * width * ((float) i / (count - 1) - 0.5f);
- var origin = c.ScreenToWorldPoint(scp1 + o);
- var destiny = c.ScreenToWorldPoint(scp2 + o);
- Gizmos.DrawLine(origin, destiny);
- }
- }
- }
- public static float GetMinComponent(Vector3 vector)
- {
- if (vector.x <= vector.y && vector.x <= vector.z) return vector.x;
- if (vector.y <= vector.x && vector.y <= vector.z) return vector.y;
- return vector.z;
- }
- public static float GetMaxComponent(Vector3 vector)
- {
- if (vector.x > vector.y && vector.x > vector.z) return vector.x;
- if (vector.y > vector.x && vector.y > vector.z) return vector.y;
- return vector.z;
- }
- public static long RoundToLong(float f)
- {
- return (long) Mathf.Round(f);
- }
- public static Vector3 Vector3Abs(Vector3 value)
- {
- return new Vector3(Mathf.Abs(value.x), Mathf.Abs(value.y), Mathf.Abs(value.z));
- }
- /// <summary>
- /// Remove outliers using the interquartile range method
- /// </summary>
- /// <param name="collection">A collection of floats, from which outliers are to be removed</param>
- /// <returns>A collection without the outliers</returns>
- public static IEnumerable<float> RemoveOutliers(IList<float> collection)
- {
- if (collection.Count < 4) return collection;
- var quartiles = new Quartiles(collection);
- var range = 1.5f * quartiles.Iqr;
- // see https://www.statology.org/outliers-excel/
- return collection.Where(v => v >= quartiles.Q1 - range && v <= quartiles.Q3 + range);
- }
- public static IPAddress GetIPAddress()
- {
- IPAddress usedIp = null;
- foreach (var ip in Dns.GetHostEntry(Dns.GetHostName()).AddressList)
- if (ip.AddressFamily == AddressFamily.InterNetwork)
- if (usedIp == null || ip.ToString().StartsWith("192.168.1."))
- usedIp = ip;
- return usedIp;
- }
- }
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