263 lines
7.7 KiB
C#
263 lines
7.7 KiB
C#
using UnityEngine;
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namespace ECM2
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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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} |