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)
{
int count = 1 + Mathf.CeilToInt(width); // how many lines are needed.
if (count == 1)
{
Gizmos.DrawLine(p1, p2);
}
else
{
Camera c = Camera.current;
if (c == null)
{
Debug.LogError("Camera.current is null");
return;
}
var scp1 = c.WorldToScreenPoint(p1);
var scp2 = c.WorldToScreenPoint(p2);
Vector3 v1 = (scp2 - scp1).normalized; // line direction
Vector3 n = Vector3.Cross(v1, Vector3.forward); // normal vector
for (int i = 0; i < count; i++)
{
Vector3 o = 0.99f * n * width * ((float) i / (count - 1) - 0.5f);
Vector3 origin = c.ScreenToWorldPoint(scp1 + o);
Vector3 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) =>
new Vector3(Mathf.Abs(value.x), Mathf.Abs(value.y), Mathf.Abs(value.z));
///
/// Remove outliers using the interquartile range method
///
/// A collection of floats, from which outliers are to be removed
/// A collection without the outliers
public static IEnumerable RemoveOutliers(IList 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;
}
}