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[C#, Unity3D] Quickly find the closest point on an ellipse centered on the origin.
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using UnityEngine; | |
using Math = System.Math; | |
public static class NearestPointTo | |
{ | |
/// <summary> | |
/// Find the closest point on an ellipse centered on the origin. | |
/// </summary> | |
/// Credit: | |
/// 2015-09 Original Paper by Luc. Maisonobe https://www.spaceroots.org/documents/distance/distance-to-ellipse.pdf | |
/// 2017-08-27 Python Code by Carl Chatfield https://wet-robots.ghost.io/simple-method-for-distance-to-ellipse/ | |
/// 2017-11-10 Trig-Free Optimization by Adrian Stephens https://github.com/0xfaded/ellipse_demo/issues/1 | |
/// 2018-07-12 C# Code for Unity3D by Johannes Peter https://gist.github.com/JohannesMP/777bdc8e84df6ddfeaa4f0ddb1c7adb3 | |
public static Vector2 Ellipse(Vector2 point, double semiMajor, double semiMinor) | |
{ | |
double px = Math.Abs(point.x); | |
double py = Math.Abs(point.y); | |
double a = semiMajor; | |
double b = semiMinor; | |
double tx = 0.70710678118; | |
double ty = 0.70710678118; | |
double x, y, ex, ey, rx, ry, qx, qy, r, q, t = 0; | |
for (int i = 0; i < 3; ++i) | |
{ | |
x = a * tx; | |
y = b * ty; | |
ex = (a * a - b * b) * (tx * tx * tx) / a; | |
ey = (b * b - a * a) * (ty * ty * ty) / b; | |
rx = x - ex; | |
ry = y - ey; | |
qx = px - ex; | |
qy = py - ey; | |
r = Math.Sqrt(rx * rx + ry * ry); | |
q = Math.Sqrt(qy * qy + qx * qx); | |
tx = Math.Min(1, Math.Max(0, (qx * r / q + ex) / a)); | |
ty = Math.Min(1, Math.Max(0, (qy * r / q + ey) / b)); | |
t = Math.Sqrt(tx * tx + ty * ty); | |
tx /= t; | |
ty /= t; | |
} | |
return new Vector2 | |
{ | |
x = (float)(a * (point.x < 0 ? -tx : tx)), | |
y = (float)(b * (point.y < 0 ? -ty : ty)) | |
}; | |
} | |
} |
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