using System; using UnityEngine; namespace RootMotion { public static class V3Tools { public static float GetYaw(Vector3 forward) { if (forward.x == 0f && forward.z == 0f) { return 0f; } if (float.IsInfinity(forward.x) || float.IsInfinity(forward.z)) { return 0f; } return Mathf.Atan2(forward.x, forward.z) * 57.29578f; } public static float GetPitch(Vector3 forward) { forward = forward.normalized; return (0f - Mathf.Asin(forward.y)) * 57.29578f; } public static float GetBank(Vector3 forward, Vector3 up) { up = Quaternion.Inverse(Quaternion.LookRotation(Vector3.up, forward)) * up; return Mathf.Clamp(Mathf.Atan2(up.x, up.z) * 57.29578f, -180f, 180f); } public static float GetYaw(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward) { Vector3 vector = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp)) * forward; if (vector.x == 0f && vector.z == 0f) { return 0f; } if (float.IsInfinity(vector.x) || float.IsInfinity(vector.z)) { return 0f; } return Mathf.Atan2(vector.x, vector.z) * 57.29578f; } public static float GetPitch(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward) { Vector3 vector = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp)) * forward; forward.Normalize(); return (0f - Mathf.Asin(vector.y)) * 57.29578f; } public static float GetBank(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward, Vector3 up) { Quaternion quaternion = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp)); forward = quaternion * forward; up = quaternion * up; up = Quaternion.Inverse(Quaternion.LookRotation(spaceUp, forward)) * up; return Mathf.Clamp(Mathf.Atan2(up.x, up.z) * 57.29578f, -180f, 180f); } public static Vector3 Lerp(Vector3 fromVector, Vector3 toVector, float weight) { if (weight <= 0f) { return fromVector; } if (weight >= 1f) { return toVector; } return Vector3.Lerp(fromVector, toVector, weight); } public static Vector3 Slerp(Vector3 fromVector, Vector3 toVector, float weight) { if (weight <= 0f) { return fromVector; } if (weight >= 1f) { return toVector; } return Vector3.Slerp(fromVector, toVector, weight); } public static Vector3 ExtractVertical(Vector3 v, Vector3 verticalAxis, float weight) { if (weight <= 0f) { return Vector3.zero; } if (verticalAxis == Vector3.up) { return Vector3.up * v.y * weight; } return Vector3.Project(v, verticalAxis) * weight; } public static Vector3 ExtractHorizontal(Vector3 v, Vector3 normal, float weight) { if (weight <= 0f) { return Vector3.zero; } if (normal == Vector3.up) { return new Vector3(v.x, 0f, v.z) * weight; } Vector3 tangent = v; Vector3.OrthoNormalize(ref normal, ref tangent); return Vector3.Project(v, tangent) * weight; } public static Vector3 Flatten(Vector3 v, Vector3 normal) { if (normal == Vector3.up) { return new Vector3(v.x, 0f, v.z); } return v - Vector3.Project(v, normal); } public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing) { if (clampWeight <= 0f) { return direction; } if (clampWeight >= 1f) { return normalDirection; } float num = Vector3.Angle(normalDirection, direction); float num2 = 1f - num / 180f; if (num2 > clampWeight) { return direction; } float num3 = ((clampWeight > 0f) ? Mathf.Clamp(1f - (clampWeight - num2) / (1f - num2), 0f, 1f) : 1f); float num4 = ((clampWeight > 0f) ? Mathf.Clamp(num2 / clampWeight, 0f, 1f) : 1f); for (int i = 0; i < clampSmoothing; i++) { num4 = Mathf.Sin(num4 * MathF.PI * 0.5f); } return Vector3.Slerp(normalDirection, direction, num4 * num3); } public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing, out bool changed) { changed = false; if (clampWeight <= 0f) { return direction; } if (clampWeight >= 1f) { changed = true; return normalDirection; } float num = Vector3.Angle(normalDirection, direction); float num2 = 1f - num / 180f; if (num2 > clampWeight) { return direction; } changed = true; float num3 = ((clampWeight > 0f) ? Mathf.Clamp(1f - (clampWeight - num2) / (1f - num2), 0f, 1f) : 1f); float num4 = ((clampWeight > 0f) ? Mathf.Clamp(num2 / clampWeight, 0f, 1f) : 1f); for (int i = 0; i < clampSmoothing; i++) { num4 = Mathf.Sin(num4 * MathF.PI * 0.5f); } return Vector3.Slerp(normalDirection, direction, num4 * num3); } public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing, out float clampValue) { clampValue = 1f; if (clampWeight <= 0f) { return direction; } if (clampWeight >= 1f) { return normalDirection; } float num = Vector3.Angle(normalDirection, direction); float num2 = 1f - num / 180f; if (num2 > clampWeight) { clampValue = 0f; return direction; } float num3 = ((clampWeight > 0f) ? Mathf.Clamp(1f - (clampWeight - num2) / (1f - num2), 0f, 1f) : 1f); float num4 = ((clampWeight > 0f) ? Mathf.Clamp(num2 / clampWeight, 0f, 1f) : 1f); for (int i = 0; i < clampSmoothing; i++) { num4 = Mathf.Sin(num4 * MathF.PI * 0.5f); } float num5 = num4 * num3; clampValue = 1f - num5; return Vector3.Slerp(normalDirection, direction, num5); } public static Vector3 LineToPlane(Vector3 origin, Vector3 direction, Vector3 planeNormal, Vector3 planePoint) { float num = Vector3.Dot(planePoint - origin, planeNormal); float num2 = Vector3.Dot(direction, planeNormal); if (num2 == 0f) { return Vector3.zero; } float num3 = num / num2; return origin + direction.normalized * num3; } public static Vector3 PointToPlane(Vector3 point, Vector3 planePosition, Vector3 planeNormal) { if (planeNormal == Vector3.up) { return new Vector3(point.x, planePosition.y, point.z); } Vector3 tangent = point - planePosition; Vector3 normal = planeNormal; Vector3.OrthoNormalize(ref normal, ref tangent); return planePosition + Vector3.Project(point - planePosition, tangent); } public static Vector3 TransformPointUnscaled(Transform t, Vector3 point) { return t.position + t.rotation * point; } public static Vector3 InverseTransformPointUnscaled(Transform t, Vector3 point) { return Quaternion.Inverse(t.rotation) * (point - t.position); } public static Vector3 InverseTransformPoint(Vector3 tPos, Quaternion tRot, Vector3 tScale, Vector3 point) { return Div(Quaternion.Inverse(tRot) * (point - tPos), tScale); } public static Vector3 TransformPoint(Vector3 tPos, Quaternion tRot, Vector3 tScale, Vector3 point) { return tPos + Vector3.Scale(tRot * point, tScale); } public static Vector3 Div(Vector3 v1, Vector3 v2) { return new Vector3(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z); } } }