This commit is contained in:
CortexCore
2023-11-15 23:54:54 +08:00
parent ee3ecec6cb
commit 3c837a4a33
356 changed files with 73756 additions and 26493 deletions

View File

@@ -24,9 +24,56 @@ namespace BITKit
{
return float.IsNaN(self.x) || float.IsNaN(self.y) || float.IsNaN(self.z) || float.IsNaN(self.w);
}
public static Quaternion AlignRotation(Quaternion rotation, float angleIncrement)
{
var eulerAngles = rotation.eulerAngles;
eulerAngles.x = Mathf.Round(eulerAngles.x / angleIncrement) * angleIncrement;
eulerAngles.y = Mathf.Round(eulerAngles.y / angleIncrement) * angleIncrement;
eulerAngles.z = Mathf.Round(eulerAngles.z / angleIncrement) * angleIncrement;
return Quaternion.Euler(eulerAngles);
}
}
public static partial class MathV
{
public static bool InFovRange(Vector3 selfPosition,Vector3 selfForward, Vector3 target, float fov)
{
var direction = target - selfPosition;
var angle = Vector3.Angle(direction, selfForward);
return angle < fov;
}
public static bool IsForward(Vector3 selfPosition, Vector3 selfForward,Vector3 targetPos)
{
// Get the direction from referencePos to targetPos
Vector3 directionToTarget = (targetPos - selfPosition).normalized;
// Calculate the dot product
float dotProduct = Vector3.Dot(directionToTarget, selfForward);
// If dot product is greater than 0, targetPos is in front of referencePos
return dotProduct > 0;
}
// 对于 Vector3
public static Vector3 AlignRotation(Vector3 eulerAngles, float angleIncrement)
{
eulerAngles.x = Mathf.Round(eulerAngles.x / angleIncrement) * angleIncrement;
eulerAngles.y = Mathf.Round(eulerAngles.y / angleIncrement) * angleIncrement;
eulerAngles.z = Mathf.Round(eulerAngles.z / angleIncrement) * angleIncrement;
return eulerAngles;
}
public static Vector3 AlignToGrid(Vector3 position, float gridSize)
{
var x = Mathf.Round(position.x / gridSize) * gridSize;
var y = Mathf.Round(position.y / gridSize) * gridSize;
var z = Mathf.Round(position.z / gridSize) * gridSize;
return new Vector3(x, y, z);
}
private static float CalculateMaxSpeed(this Vector2 direction)
{
var angle = Vector2.Angle(Vector2.right, direction);