Files
Ultimate-Fishing-Simulator-…/Assets/Scripts/Assembly-CSharp/RootMotion/V3Tools.cs
2026-03-04 09:37:33 +08:00

258 lines
7.0 KiB
C#

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);
}
}
}