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public class MyThing { | |
private void DebugDrawLine(Vector4 a, Vector4 b) { | |
a = a / a.w; | |
b = b / b.w; | |
Gizmos.DrawLine(new Vector3(a.x, a.y), new Vector3(b.x, b.y)); | |
} | |
private void DebugDrawPolygon(List<Vector4> poly) { | |
for (int i = 0; i < poly.Count; i++) { | |
if (i == poly.Count - 1) { | |
DebugDrawLine(poly[i], poly[0]); | |
} else { | |
DebugDrawLine(poly[i], poly[i + 1]); | |
} | |
} | |
} | |
private void DebugDrawClippedTriangle(Vector4 a, Vector4 b, Vector4 c) { | |
var poly = new List<Vector4> { a, b, c }; | |
if (ClipPolygon(poly, 0) && ClipPolygon(poly, 1) && ClipPolygon(poly, 2)) { | |
DebugDrawPolygon(poly); | |
} | |
} | |
private bool ClipPolygon(List<Vector4> vertices, int component) { | |
ClipPolygon(vertices, component, 1); | |
if (vertices.Count == 0) | |
return false; | |
ClipPolygon(vertices, component, -1); | |
return vertices.Count > 0; | |
} | |
private void ClipPolygon(List<Vector4> vertices, int component, float factor) { | |
var input = new List<Vector4>(vertices); | |
vertices.Clear(); | |
Vector4 prev = input[input.Count - 1]; | |
float prevComp = prev[component] * factor; | |
bool prevInside = prevComp <= prev.w; | |
foreach (var cur in input) { | |
float curComp = cur[component] * factor; | |
bool curInside = curComp <= cur.w; | |
if (curInside ^ prevInside) { | |
float lerpAmt = (prev.w - prevComp) / ((prev.w - prevComp) - (cur.w - curComp)); | |
vertices.Add(Vector4.Lerp(prev, cur, lerpAmt)); | |
} | |
if (curInside) { | |
vertices.Add(cur); | |
} | |
prev = cur; | |
prevComp = curComp; | |
prevInside = curInside; | |
} | |
} | |
} |
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