Files
Fishing2/Assets/Scripts/Model/Utils/VectorUtil.cs
2025-08-29 09:11:08 +08:00

163 lines
4.9 KiB
C#

using UnityEngine;
namespace NBF
{
public static class VectorUtil
{
/// <summary>
/// Returns Value mapped from one range into another.
/// </summary>
public static float Remap(float inA, float inB, float outA, float outB, float value)
{
float t = Mathf.InverseLerp(inA, inB, value);
return Mathf.Lerp(outA, outB, t);
}
/// <summary>
/// Return the square of the given value.
/// </summary>
public static float Square(float value)
{
return value * value;
}
/// <summary>
/// Returns the direction adjusted to be tangent to a specified surface normal relatively to given up axis.
/// </summary>
public static Vector3 GetTangent(Vector3 direction, Vector3 normal, Vector3 up)
{
Vector3 right = direction.perpendicularTo(up);
return normal.perpendicularTo(right);
}
/// <summary>
/// Projects a given point onto the plane defined by plane origin and plane normal.
/// </summary>
public static Vector3 ProjectPointOnPlane(Vector3 point, Vector3 planeOrigin, Vector3 planeNormal)
{
Vector3 toPoint = point - planeOrigin;
Vector3 toPointProjected = Vector3.Project(toPoint, planeNormal);
return point - toPointProjected;
}
/// <summary>
/// Clamps given angle within min - max range.
/// </summary>
public static float ClampAngle(float a, float min, float max)
{
while (max < min)
max += 360.0f;
while (a > max)
a -= 360.0f;
while (a < min)
a += 360.0f;
return a > max ? a - (max + min) * 0.5f < 180.0f ? max : min : a;
}
/// <summary>
/// Returns Angle in the range (0, 360)
/// </summary>
public static float ClampAngle(float angle)
{
// returns angle in the range (-360, 360)
angle = angle % 360.0f;
if (angle < 0.0f)
{
// shift to (0, 360) range
angle += 360.0f;
}
return angle;
}
/// <summary>
/// Return angle in range -180 to 180
/// </summary>
public static float NormalizeAngle(float angle)
{
// returns angle in the range (0, 360)
angle = ClampAngle(angle);
if (angle > 180.0f)
{
// shift to (-180,180)
angle -= 360.0f;
}
return angle;
}
/// <summary>
/// Clamps the given angle into 0 - 360 degrees range.
/// </summary>
private static float Clamp0360(float eulerAngles)
{
float result = eulerAngles - Mathf.CeilToInt(eulerAngles / 360f) * 360f;
if (result < 0) result += 360f;
return result;
}
/// <summary>
/// Returns a new rotation angle (interpolated) clamped in the range (0.0f , 360.0f)
/// </summary>
public static float FixedTurn(float current, float target, float maxDegreesDelta)
{
if (maxDegreesDelta == 0.0f)
return Clamp0360(current);
if (maxDegreesDelta >= 360.0f)
return Clamp0360(target);
float result = Clamp0360(current);
current = result;
target = Clamp0360(target);
if (current > target)
{
if (current - target < 180.0f)
result -= Mathf.Min(current - target, Mathf.Abs(maxDegreesDelta));
else
result += Mathf.Min(target + 360.0f - current, Mathf.Abs(maxDegreesDelta));
}
else
{
if (target - current < 180.0f)
result += Mathf.Min(target - current, Mathf.Abs(maxDegreesDelta));
else
result -= Mathf.Min(current + 360.0f - target, Mathf.Abs(maxDegreesDelta));
}
return Clamp0360(result);
}
/// <summary>
/// Frame Rate Independent Damping.
/// Source: https://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
/// </summary>
public static float Damp(float a, float b, float lambda, float dt)
{
return Mathf.Lerp(a, b, 1.0f - Mathf.Exp(-lambda * dt));
}
/// <summary>
/// Frame Rate Independent Damping.
/// Source: https://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
/// </summary>
public static Vector3 Damp(Vector3 a, Vector3 b, float lambda, float dt)
{
return Vector3.Lerp(a, b, 1.0f - Mathf.Exp(-lambda * dt));
}
}
}