using System; using UnityEngine; namespace FIMSpace { /// /// FM: Class which contains many helpful methods which operates on Vectors /// public static class FVectorMethods { /// /// Creating vector with random values in each axis /// public static Vector3 RandomVector(float rangeA, float rangeB) { return new Vector3(UnityEngine.Random.Range(rangeA, rangeB), UnityEngine.Random.Range(rangeA, rangeB), UnityEngine.Random.Range(rangeA, rangeB)); } /// /// Just summing all vector's axes values /// public static float VectorSum(Vector3 vector) { return vector.x + vector.y + vector.z; } /// /// Creating vector with random values in each axis but leaving y axis at 0f /// public static Vector3 RandomVectorNoY(float rangeA, float rangeB) { return new Vector3(UnityEngine.Random.Range(rangeA, rangeB), 0f, UnityEngine.Random.Range(rangeA, rangeB)); } /// /// Creating vector with random values in each axis with min - max random ranges values /// public static Vector3 RandomVectorMinMax(float min, float max) { float mul1 = 1f; if (UnityEngine.Random.Range(0, 2) == 1) mul1 = -1f; float mul2 = 1f; if (UnityEngine.Random.Range(0, 2) == 1) mul2 = -1f; float mul3 = 1f; if (UnityEngine.Random.Range(0, 2) == 1) mul3 = -1f; return new Vector3(UnityEngine.Random.Range(min, max) * mul1, UnityEngine.Random.Range(min, max) * mul2, UnityEngine.Random.Range(min, max) * mul3); } /// /// Creating vector with random values in each axis with min - max random ranges values, but leaving y value to 0f /// public static Vector3 RandomVectorNoYMinMax(float min, float max) { float mul1 = 1f; if (UnityEngine.Random.Range(0, 2) == 1) mul1 = -1f; float mul2 = 1f; if (UnityEngine.Random.Range(0, 2) == 1) mul2 = -1f; return new Vector3(UnityEngine.Random.Range(min, max) * mul1, 0f, UnityEngine.Random.Range(min, max) * mul2); } /// /// Returning position on screen for UI element in reference to position in world 3D space, the 'z' will be negative if text is behind camera /// public static Vector3 GetUIPositionFromWorldPosition(Vector3 position, Camera camera, RectTransform canvas) { Vector3 uiPosition = camera.WorldToViewportPoint(position); uiPosition.x *= canvas.sizeDelta.x; uiPosition.y *= canvas.sizeDelta.y; uiPosition.x -= canvas.sizeDelta.x * canvas.pivot.x; uiPosition.y -= canvas.sizeDelta.y * canvas.pivot.y; return uiPosition; } public static Vector2 XOZ(this Vector3 toBeFlattened) { return new Vector2(toBeFlattened.x, toBeFlattened.z); } public static Vector3 XOZ(this Vector3 toBeFlattened, float yValue = 0f) { return new Vector3(toBeFlattened.x, yValue, toBeFlattened.z); } public static float DistanceTopDown(Vector3 from, Vector3 to) { return Vector2.Distance(XOZ(from), XOZ(to)); } public static float DistanceTopDownManhattan(Vector3 from, Vector3 to) { return Mathf.Abs(from.x - to.x) + Mathf.Abs(from.z - to.z); } public static float BoundsSizeOnAxis(this Bounds bounds, Vector3 normalized) { return Vector3.Scale(bounds.size, normalized).magnitude; } public static Vector3 ChooseDominantAxis(Vector3 axis) { Vector3 abs = new Vector3(Mathf.Abs(axis.x), Mathf.Abs(axis.y), Mathf.Abs(axis.z)); if (abs.x > abs.y) { if (abs.z > abs.x) return new Vector3(0f, 0f, axis.z > 0f ? 1f : -1f); else return new Vector3(axis.x > 0f ? 1f : -1f, 0f, 0f); } else if (abs.z > abs.y) return new Vector3(0f, 0f, axis.z > 0f ? 1f : -1f); else return new Vector3(0f, axis.y > 0f ? 1f : -1f, 0f); } public static Vector3 GetRounded(Vector3 dir) { return new Vector3(Mathf.Round(dir.x), Mathf.Round(dir.y), Mathf.Round(dir.z)); } public static Vector3 GetCounterAxis(Vector3 axis) { return new Vector3(axis.z, axis.x, axis.y); } public static Color GetAxisColor(Vector3 axis, float alpha = 0.75f) { return new Color(axis.z, axis.x, axis.y, alpha); } public static Vector3 FlattenVector(Vector3 v, float to = 90f) { //Vector3 moved = v; v.x = Mathf.Round(v.x / to) * to; v.y = Mathf.Round(v.y / to) * to; v.z = Mathf.Round(v.z / to) * to; //float modulo = to % 2; //if (modulo > 0f && modulo < 1f) //{ // moved = v - moved; // Vector3 offset = Vector3.zero; // if (moved.x != 0f) offset.x = Mathf.Sign(moved.x) * modulo; // if (moved.y != 0f) offset.y = Mathf.Sign(moved.y) * modulo; // if (moved.z != 0f) offset.z = Mathf.Sign(moved.z) * modulo; // v += offset; // UnityEngine.Debug.Log("modulo " + modulo + " moved " + moved + " offset by " + offset); //} return v; } public static Vector3 FlattenVectorFlr(Vector3 v, float to = 90f) { v.x = Mathf.Floor(v.x / to) * to; v.y = Mathf.Floor(v.y / to) * to; v.z = Mathf.Floor(v.z / to) * to; return v; } public static Vector3 FlattenVectorCeil(Vector3 v, float to = 90f) { v.x = Mathf.Ceil(v.x / to) * to; v.y = Mathf.Ceil(v.y / to) * to; v.z = Mathf.Ceil(v.z / to) * to; return v; } public static Vector3 FlattenVector(Vector3 v, Vector3 to) { v.x = Mathf.Round(v.x / to.x) * to.x; v.y = Mathf.Round(v.y / to.y) * to.y; v.z = Mathf.Round(v.z / to.z) * to.z; return v; } #if UNITY_2018_4_OR_NEWER public static Vector3Int V3toV3Int(Vector3 v) { return new Vector3Int(Mathf.RoundToInt(v.x), Mathf.RoundToInt(v.y), Mathf.RoundToInt(v.z)); } #endif public static Vector3 FlattenNormal(Quaternion orientation, Vector3? forward = null, float to = 90f) { Vector3 f = forward == null ? Vector3.forward : forward.Value; var vec = FlattenVector(orientation.eulerAngles, to); return Quaternion.Euler(vec) * f; } public static Vector3 EqualVector(float valueAll) { return new Vector3(valueAll, valueAll, valueAll); } public static Quaternion FlattenRotation(Quaternion orientation, float to = 90f) { var vec = FlattenVector(orientation.eulerAngles, to); return Quaternion.Euler(vec); } } }