Helpers.cs 3.4 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using AdditionalMathf;
  4. using UnityEngine;
  5. public class Helpers
  6. {
  7. public static void DrawPlane(Vector3 position, Vector3 normal)
  8. {
  9. Vector3 v3;
  10. if (normal.normalized != Vector3.forward)
  11. v3 = Vector3.Cross(normal, Vector3.forward).normalized * normal.magnitude;
  12. else
  13. v3 = Vector3.Cross(normal, Vector3.up).normalized * normal.magnitude;
  14. ;
  15. var corner0 = position + v3;
  16. var corner2 = position - v3;
  17. var q = Quaternion.AngleAxis(90.0f, normal);
  18. v3 = q * v3;
  19. var corner1 = position + v3;
  20. var corner3 = position - v3;
  21. Debug.DrawLine(corner0, corner2, Color.green);
  22. Debug.DrawLine(corner1, corner3, Color.green);
  23. Debug.DrawLine(corner0, corner1, Color.green);
  24. Debug.DrawLine(corner1, corner2, Color.green);
  25. Debug.DrawLine(corner2, corner3, Color.green);
  26. Debug.DrawLine(corner3, corner0, Color.green);
  27. Debug.DrawRay(position, normal, Color.red);
  28. }
  29. public static void DrawLine(Vector3 p1, Vector3 p2, float width)
  30. {
  31. int count = 1 + Mathf.CeilToInt(width); // how many lines are needed.
  32. if (count == 1)
  33. {
  34. Gizmos.DrawLine(p1, p2);
  35. }
  36. else
  37. {
  38. Camera c = Camera.current;
  39. if (c == null)
  40. {
  41. Debug.LogError("Camera.current is null");
  42. return;
  43. }
  44. var scp1 = c.WorldToScreenPoint(p1);
  45. var scp2 = c.WorldToScreenPoint(p2);
  46. Vector3 v1 = (scp2 - scp1).normalized; // line direction
  47. Vector3 n = Vector3.Cross(v1, Vector3.forward); // normal vector
  48. for (int i = 0; i < count; i++)
  49. {
  50. Vector3 o = 0.99f * n * width * ((float) i / (count - 1) - 0.5f);
  51. Vector3 origin = c.ScreenToWorldPoint(scp1 + o);
  52. Vector3 destiny = c.ScreenToWorldPoint(scp2 + o);
  53. Gizmos.DrawLine(origin, destiny);
  54. }
  55. }
  56. }
  57. public static float GetMinComponent(Vector3 vector)
  58. {
  59. if (vector.x <= vector.y && vector.x <= vector.z) return vector.x;
  60. if (vector.y <= vector.x && vector.y <= vector.z) return vector.y;
  61. return vector.z;
  62. }
  63. public static float GetMaxComponent(Vector3 vector)
  64. {
  65. if (vector.x > vector.y && vector.x > vector.z) return vector.x;
  66. if (vector.y > vector.x && vector.y > vector.z) return vector.y;
  67. return vector.z;
  68. }
  69. public static long RoundToLong(float f)
  70. {
  71. return (long) Mathf.Round(f);
  72. }
  73. public static Vector3 Vector3Abs(Vector3 value) =>
  74. new Vector3(Mathf.Abs(value.x), Mathf.Abs(value.y), Mathf.Abs(value.z));
  75. /// <summary>
  76. /// Remove outliers using the interquartile range method
  77. /// </summary>
  78. /// <param name="collection">A collection of floats, from which outliers are to be removed</param>
  79. /// <returns>A collection without the outliers</returns>
  80. public static IEnumerable<float> RemoveOutliers(IList<float> collection)
  81. {
  82. if (collection.Count < 4) return collection;
  83. var quartiles = new Quartiles(collection);
  84. var range = 1.5f * quartiles.Iqr;
  85. // see https://www.statology.org/outliers-excel/
  86. return collection.Where((v) => v >= quartiles.Q1 - range && v <= quartiles.Q3 + range);
  87. }
  88. }