Files
2026-03-04 10:03:45 +08:00

91 lines
2.0 KiB
C#

using UnityEngine;
namespace RootMotion
{
public class AxisTools
{
public static Vector3 ToVector3(Axis axis)
{
return axis switch
{
Axis.X => Vector3.right,
Axis.Y => Vector3.up,
_ => Vector3.forward,
};
}
public static Axis ToAxis(Vector3 v)
{
float num = Mathf.Abs(v.x);
float num2 = Mathf.Abs(v.y);
float num3 = Mathf.Abs(v.z);
Axis result = Axis.X;
if (num2 > num && num2 > num3)
{
result = Axis.Y;
}
if (num3 > num && num3 > num2)
{
result = Axis.Z;
}
return result;
}
public static Axis GetAxisToPoint(Transform t, Vector3 worldPosition)
{
Vector3 axisVectorToPoint = GetAxisVectorToPoint(t, worldPosition);
if (axisVectorToPoint == Vector3.right)
{
return Axis.X;
}
if (axisVectorToPoint == Vector3.up)
{
return Axis.Y;
}
return Axis.Z;
}
public static Axis GetAxisToDirection(Transform t, Vector3 direction)
{
Vector3 axisVectorToDirection = GetAxisVectorToDirection(t, direction);
if (axisVectorToDirection == Vector3.right)
{
return Axis.X;
}
if (axisVectorToDirection == Vector3.up)
{
return Axis.Y;
}
return Axis.Z;
}
public static Vector3 GetAxisVectorToPoint(Transform t, Vector3 worldPosition)
{
return GetAxisVectorToDirection(t, worldPosition - t.position);
}
public static Vector3 GetAxisVectorToDirection(Transform t, Vector3 direction)
{
return GetAxisVectorToDirection(t.rotation, direction);
}
public static Vector3 GetAxisVectorToDirection(Quaternion r, Vector3 direction)
{
direction = direction.normalized;
Vector3 result = Vector3.right;
float num = Mathf.Abs(Vector3.Dot(Vector3.Normalize(r * Vector3.right), direction));
float num2 = Mathf.Abs(Vector3.Dot(Vector3.Normalize(r * Vector3.up), direction));
if (num2 > num)
{
result = Vector3.up;
}
float num3 = Mathf.Abs(Vector3.Dot(Vector3.Normalize(r * Vector3.forward), direction));
if (num3 > num && num3 > num2)
{
result = Vector3.forward;
}
return result;
}
}
}