Files
BITFALL/Assets/Plugins/FImpossible Creations/Plugins - Shared/Math Helpers/Math/FVectorMethods.cs
CortexCore ba342d6627 1
2023-11-30 00:23:23 +08:00

226 lines
7.3 KiB
C#

using System;
using UnityEngine;
namespace FIMSpace
{
/// <summary>
/// FM: Class which contains many helpful methods which operates on Vectors
/// </summary>
public static class FVectorMethods
{
/// <summary>
/// Creating vector with random values in each axis
/// </summary>
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));
}
/// <summary>
/// Just summing all vector's axes values
/// </summary>
public static float VectorSum(Vector3 vector)
{
return vector.x + vector.y + vector.z;
}
/// <summary>
/// Creating vector with random values in each axis but leaving y axis at 0f
/// </summary>
public static Vector3 RandomVectorNoY(float rangeA, float rangeB)
{
return new Vector3(UnityEngine.Random.Range(rangeA, rangeB), 0f, UnityEngine.Random.Range(rangeA, rangeB));
}
/// <summary>
/// Creating vector with random values in each axis with min - max random ranges values
/// </summary>
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);
}
/// <summary>
/// Creating vector with random values in each axis with min - max random ranges values, but leaving y value to 0f
/// </summary>
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);
}
/// <summary>
/// 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
/// </summary>
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);
}
}
}