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

171 lines
4.5 KiB
C#

using System;
using UnityEngine;
namespace RootMotion
{
public static class V3Tools
{
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;
}
return Vector3.Project(v, verticalAxis) * weight;
}
public static Vector3 ExtractHorizontal(Vector3 v, Vector3 normal, float weight)
{
if (weight == 0f)
{
return Vector3.zero;
}
Vector3 tangent = v;
Vector3.OrthoNormalize(ref normal, ref tangent);
return Vector3.Project(v, tangent) * weight;
}
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);
}
}
}