设置相关功能
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263
Assets/Scripts/Utils/Extends/Extensions.cs
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263
Assets/Scripts/Utils/Extends/Extensions.cs
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using UnityEngine;
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namespace NBF
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{
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public static class Extensions
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{
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/// <summary>
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/// Return the square of the given value.
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/// </summary>
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public static int square(this int value)
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{
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return value * value;
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}
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/// <summary>
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/// Return the square of the given value.
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/// </summary>
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public static float square(this float value)
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{
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return value * value;
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}
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/// <summary>
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/// Checks whether value is near to zero within a tolerance.
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/// </summary>
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public static bool isZero(this float value)
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{
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const float kTolerance = 0.0000000001f;
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return Mathf.Abs(value) < kTolerance;
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}
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/// <summary>
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/// Returns a copy of given vector with only X component of the vector.
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/// </summary>
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public static Vector3 onlyX(this Vector3 vector3)
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{
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vector3.y = 0.0f;
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vector3.z = 0.0f;
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return vector3;
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}
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/// <summary>
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/// Returns a copy of given vector with only Y component of the vector.
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/// </summary>
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public static Vector3 onlyY(this Vector3 vector3)
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{
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vector3.x = 0.0f;
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vector3.z = 0.0f;
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return vector3;
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}
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/// <summary>
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/// Returns a copy of given vector with only Z component of the vector.
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/// </summary>
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public static Vector3 onlyZ(this Vector3 vector3)
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{
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vector3.x = 0.0f;
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vector3.y = 0.0f;
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return vector3;
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}
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/// <summary>
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/// Returns a copy of given vector with only X and Y components of the vector.
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/// </summary>
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public static Vector3 onlyXY(this Vector3 vector3)
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{
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vector3.z = 0.0f;
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return vector3;
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}
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/// <summary>
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/// Returns a copy of given vector with only X and Z components of the vector.
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/// </summary>
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public static Vector3 onlyXZ(this Vector3 vector3)
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{
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vector3.y = 0.0f;
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return vector3;
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}
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/// <summary>
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/// Checks whether vector is near to zero within a tolerance.
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/// </summary>
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public static bool isZero(this Vector2 vector2)
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{
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return vector2.sqrMagnitude < 9.99999943962493E-11;
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}
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/// <summary>
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/// Checks whether vector is near to zero within a tolerance.
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/// </summary>
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public static bool isZero(this Vector3 vector3)
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{
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return vector3.sqrMagnitude < 9.99999943962493E-11;
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}
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/// <summary>
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/// Checks whether vector is exceeding the magnitude within a small error tolerance.
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/// </summary>
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public static bool isExceeding(this Vector3 vector3, float magnitude)
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{
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// Allow 1% error tolerance, to account for numeric imprecision.
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const float kErrorTolerance = 1.01f;
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return vector3.sqrMagnitude > magnitude * magnitude * kErrorTolerance;
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}
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/// <summary>
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/// Returns a copy of given vector with a magnitude of 1,
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/// and outs its magnitude before normalization.
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///
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/// If the vector is too small to be normalized a zero vector will be returned.
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/// </summary>
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public static Vector3 normalized(this Vector3 vector3, out float magnitude)
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{
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magnitude = vector3.magnitude;
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if (magnitude > 9.99999974737875E-06)
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return vector3 / magnitude;
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magnitude = 0.0f;
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return Vector3.zero;
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}
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/// <summary>
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/// Dot product of two vectors.
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/// </summary>
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public static float dot(this Vector3 vector3, Vector3 otherVector3)
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{
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return Vector3.Dot(vector3, otherVector3);
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}
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/// <summary>
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/// Returns a copy of given vector projected onto normal vector.
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/// </summary>
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public static Vector3 projectedOn(this Vector3 thisVector, Vector3 normal)
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{
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return Vector3.Project(thisVector, normal);
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}
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/// <summary>
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/// Returns a copy of given vector projected onto a plane defined by a normal orthogonal to the plane.
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/// </summary>
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public static Vector3 projectedOnPlane(this Vector3 thisVector, Vector3 planeNormal)
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{
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return Vector3.ProjectOnPlane(thisVector, planeNormal);
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}
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/// <summary>
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/// Returns a copy of given vector with its magnitude clamped to maxLength.
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/// </summary>
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public static Vector3 clampedTo(this Vector3 vector3, float maxLength)
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{
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return Vector3.ClampMagnitude(vector3, maxLength);
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}
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/// <summary>
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/// Returns a copy of given vector perpendicular to other vector.
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/// </summary>
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public static Vector3 perpendicularTo(this Vector3 thisVector, Vector3 otherVector)
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{
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return Vector3.Cross(thisVector, otherVector).normalized;
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}
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/// <summary>
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/// Returns a copy of given vector adjusted to be tangent to a specified surface normal relatively to given up axis.
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/// </summary>
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public static Vector3 tangentTo(this Vector3 thisVector, Vector3 normal, Vector3 up)
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{
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Vector3 r = thisVector.perpendicularTo(up);
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Vector3 t = normal.perpendicularTo(r);
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return t * thisVector.magnitude;
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}
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/// <summary>
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/// Transforms a vector to be relative to given transform.
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/// If isPlanar == true, the transform will be applied on the plane defined by world up axis.
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/// </summary>
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public static Vector3 relativeTo(this Vector3 vector3, Transform relativeToThis, bool isPlanar = true)
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{
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Vector3 forward = relativeToThis.forward;
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if (isPlanar)
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{
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Vector3 upAxis = Vector3.up;
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forward = forward.projectedOnPlane(upAxis);
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if (forward.isZero())
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forward = Vector3.ProjectOnPlane(relativeToThis.up, upAxis);
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}
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Quaternion q = Quaternion.LookRotation(forward);
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return q * vector3;
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}
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/// <summary>
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/// Transforms a vector to be relative to given transform.
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/// If isPlanar == true, the transform will be applied on the plane defined by upAxis.
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/// </summary>
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public static Vector3 relativeTo(this Vector3 vector3, Transform relativeToThis, Vector3 upAxis, bool isPlanar = true)
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{
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Vector3 forward = relativeToThis.forward;
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if (isPlanar)
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{
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forward = Vector3.ProjectOnPlane(forward, upAxis);
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if (forward.isZero())
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forward = Vector3.ProjectOnPlane(relativeToThis.up, upAxis);
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}
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Quaternion q = Quaternion.LookRotation(forward, upAxis);
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return q * vector3;
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}
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/// <summary>
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/// Clamps the given quaternion pitch rotation between the given minPitchAngle and maxPitchAngle.
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/// </summary>
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public static Quaternion clampPitch(this Quaternion quaternion, float minPitchAngle, float maxPitchAngle)
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{
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quaternion.x /= quaternion.w;
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quaternion.y /= quaternion.w;
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quaternion.z /= quaternion.w;
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quaternion.w = 1.0f;
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float pitch = Mathf.Clamp(2.0f * Mathf.Rad2Deg * Mathf.Atan(quaternion.x), minPitchAngle, maxPitchAngle);
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quaternion.x = Mathf.Tan(pitch * 0.5f * Mathf.Deg2Rad);
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return quaternion;
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}
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}
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}
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3
Assets/Scripts/Utils/Extends/Extensions.cs.meta
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3
Assets/Scripts/Utils/Extends/Extensions.cs.meta
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fileFormatVersion: 2
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guid: 3308733cfb774828bac0a5740bedd645
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timeCreated: 1748527846
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163
Assets/Scripts/Utils/VectorUtil.cs
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163
Assets/Scripts/Utils/VectorUtil.cs
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using UnityEngine;
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namespace NBF
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{
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public static class VectorUtil
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{
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/// <summary>
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/// Returns Value mapped from one range into another.
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/// </summary>
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public static float Remap(float inA, float inB, float outA, float outB, float value)
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{
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float t = Mathf.InverseLerp(inA, inB, value);
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return Mathf.Lerp(outA, outB, t);
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}
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/// <summary>
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/// Return the square of the given value.
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/// </summary>
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public static float Square(float value)
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{
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return value * value;
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}
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/// <summary>
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/// Returns the direction adjusted to be tangent to a specified surface normal relatively to given up axis.
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/// </summary>
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public static Vector3 GetTangent(Vector3 direction, Vector3 normal, Vector3 up)
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{
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Vector3 right = direction.perpendicularTo(up);
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return normal.perpendicularTo(right);
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}
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/// <summary>
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/// Projects a given point onto the plane defined by plane origin and plane normal.
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/// </summary>
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public static Vector3 ProjectPointOnPlane(Vector3 point, Vector3 planeOrigin, Vector3 planeNormal)
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{
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Vector3 toPoint = point - planeOrigin;
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Vector3 toPointProjected = Vector3.Project(toPoint, planeNormal);
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return point - toPointProjected;
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}
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/// <summary>
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/// Clamps given angle within min - max range.
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/// </summary>
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public static float ClampAngle(float a, float min, float max)
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{
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while (max < min)
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max += 360.0f;
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while (a > max)
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a -= 360.0f;
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while (a < min)
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a += 360.0f;
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return a > max ? a - (max + min) * 0.5f < 180.0f ? max : min : a;
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}
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/// <summary>
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/// Returns Angle in the range (0, 360)
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/// </summary>
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public static float ClampAngle(float angle)
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{
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// returns angle in the range (-360, 360)
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angle = angle % 360.0f;
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if (angle < 0.0f)
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{
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// shift to (0, 360) range
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angle += 360.0f;
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}
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return angle;
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}
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/// <summary>
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/// Return angle in range -180 to 180
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/// </summary>
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public static float NormalizeAngle(float angle)
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{
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// returns angle in the range (0, 360)
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angle = ClampAngle(angle);
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if (angle > 180.0f)
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{
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// shift to (-180,180)
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angle -= 360.0f;
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}
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return angle;
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}
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/// <summary>
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/// Clamps the given angle into 0 - 360 degrees range.
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/// </summary>
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private static float Clamp0360(float eulerAngles)
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{
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float result = eulerAngles - Mathf.CeilToInt(eulerAngles / 360f) * 360f;
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if (result < 0) result += 360f;
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return result;
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}
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/// <summary>
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/// Returns a new rotation angle (interpolated) clamped in the range (0.0f , 360.0f)
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/// </summary>
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public static float FixedTurn(float current, float target, float maxDegreesDelta)
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{
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if (maxDegreesDelta == 0.0f)
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return Clamp0360(current);
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if (maxDegreesDelta >= 360.0f)
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return Clamp0360(target);
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float result = Clamp0360(current);
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current = result;
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target = Clamp0360(target);
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if (current > target)
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{
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if (current - target < 180.0f)
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result -= Mathf.Min(current - target, Mathf.Abs(maxDegreesDelta));
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else
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result += Mathf.Min(target + 360.0f - current, Mathf.Abs(maxDegreesDelta));
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}
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else
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{
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if (target - current < 180.0f)
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result += Mathf.Min(target - current, Mathf.Abs(maxDegreesDelta));
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else
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result -= Mathf.Min(current + 360.0f - target, Mathf.Abs(maxDegreesDelta));
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}
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return Clamp0360(result);
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}
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/// <summary>
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/// Frame Rate Independent Damping.
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/// Source: https://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
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/// </summary>
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public static float Damp(float a, float b, float lambda, float dt)
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{
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return Mathf.Lerp(a, b, 1.0f - Mathf.Exp(-lambda * dt));
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}
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/// <summary>
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/// Frame Rate Independent Damping.
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/// Source: https://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
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/// </summary>
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public static Vector3 Damp(Vector3 a, Vector3 b, float lambda, float dt)
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{
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return Vector3.Lerp(a, b, 1.0f - Mathf.Exp(-lambda * dt));
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}
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}
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}
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3
Assets/Scripts/Utils/VectorUtil.cs.meta
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3
Assets/Scripts/Utils/VectorUtil.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 8f5057ebeaca4f7bbcf90011280b93b8
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timeCreated: 1748528114
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Reference in New Issue
Block a user