Add StickGame Assets
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using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace GameKit.Utilities
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{
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public static class Vectors
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{
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/// <summary>
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/// Vector3.zero.
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/// </summary>
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private static readonly Vector3 VECTOR3_ZERO = new Vector3(0.0f, 0.0f, 0.0f);
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/// <summary>
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/// Float epislon.
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/// </summary>
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private const float FLOAT_EPSILON = 0.00001f;
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#region Vector3.
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/// <summary>
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/// Returns how fast an object must move over duration to reach goal.
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/// </summary>
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/// <param name="goal">Vector3 to measure distance against.</param>
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/// <param name="duration">How long it should take to move to goal.</param>
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/// <param name="interval">A multiplier applied towards interval. Typically this is used for ticks passed.</param>
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/// <returns></returns>
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public static float GetRate(this Vector3 a, Vector3 goal, float duration, out float distance, uint interval = 1)
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{
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distance = Vector3.Distance(a, goal);
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return distance / (duration * interval);
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}
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/// <summary>
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/// Adds a Vector2 X/Y onto a Vector3.
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/// </summary>
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public static Vector3 Add(this Vector3 v3, Vector2 v2)
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{
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return (v3 + new Vector3(v2.x, v2.y, 0f));
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}
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/// <summary>
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/// Subtracts a Vector2 X/Y from a Vector3.
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/// </summary>
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public static Vector3 Subtract(this Vector3 v3, Vector2 v2)
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{
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return (v3 - new Vector3(v2.x, v2.y, 0f));
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}
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/// <summary>
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/// Calculates the linear parameter t that produces the interpolant value within the range [a, b].
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/// </summary>
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/// <param name="a"></param>
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/// <param name="b"></param>
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/// <param name="value"></param>
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/// <returns></returns>
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public static float InverseLerp(Vector3 a, Vector3 b, Vector3 value)
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{
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Vector3 ab = b - a;
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Vector3 av = value - a;
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return Mathf.Clamp01(Vector3.Dot(av, ab) / Vector3.Dot(ab, ab));
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}
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/// <summary>
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/// Returns if the target Vector3 is within variance of the source Vector3.
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/// </summary>
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/// <param name="a">Source vector.</param>
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/// <param name="b">Target vector.</param>
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/// <param name="tolerance">How close the target vector must be to be considered close.</param>
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/// <returns></returns>
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public static bool Near(this Vector3 a, Vector3 b, float tolerance = 0.01f)
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{
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return (Vector3.Distance(a, b) <= tolerance);
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}
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/// <summary>
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/// Returns if any values within a Vector3 are NaN.
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/// </summary>
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/// <param name="source"></param>
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/// <returns></returns>
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public static bool IsNan(this Vector3 source)
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{
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return (float.IsNaN(source.x) || float.IsNaN(source.y) || float.IsNaN(source.z));
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}
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/// <summary>
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/// Lerp between three Vector3 values.
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/// </summary>
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/// <returns></returns>
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public static Vector3 Lerp3(Vector3 a, Vector3 b, Vector3 c, float percent)
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{
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Vector3 r0 = Vector3.Lerp(a, b, percent);
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Vector3 r1 = Vector3.Lerp(b, c, percent);
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return Vector3.Lerp(r0, r1, percent);
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}
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/// <summary>
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/// Lerp between three Vector3 values.
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/// </summary>
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/// <param name="vectors"></param>
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/// <param name="percent"></param>
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/// <returns></returns>
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public static Vector3 Lerp3(Vector3[] vectors, float percent)
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{
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if (vectors.Length < 3)
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{
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Debug.LogWarning("Vectors -> Lerp3 -> Vectors length must be 3.");
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return Vector3.zero;
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}
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return Lerp3(vectors[0], vectors[1], vectors[2], percent);
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}
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/// <summary>
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/// Multiplies a Vector3 by another.
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/// </summary>
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/// <param name="src"></param>
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/// <param name="multiplier"></param>
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/// <returns></returns>
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public static Vector3 Multiply(this Vector3 src, Vector3 multiplier)
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{
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return new Vector3(src.x * multiplier.x, src.y * multiplier.y, src.z * multiplier.z);
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}
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#region Fast.
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/* Fast checks are property of:
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* Copyright (c) 2020 Maxim Munnig Schmidt
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/// <summary>
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/// Fast Distance.
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/// </summary>
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/// <param name="a"></param>
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/// <param name="b"></param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float FastDistance(Vector3 a, Vector3 b)
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{
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var distx = a.x - b.x;
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var disty = a.y - b.y;
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var distz = a.z - b.z;
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return (float)Math.Sqrt(distx * distx + disty * disty + distz * distz);
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}
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/// <summary>
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/// Fast SqrMagnitude.
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/// </summary>
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/// <param name="vector"></param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float FastSqrMagnitude(Vector3 vector)
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{
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return vector.x * vector.x + vector.y * vector.y + vector.z * vector.z;
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}
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/// <summary>
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/// Fast Normalize.
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/// </summary>
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/// <param name="value"></param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector3 FastNormalize(Vector3 value)
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{
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float mag = (float)Math.Sqrt(value.x * value.x + value.y * value.y + value.z * value.z); //Magnitude(value);
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if (mag > FLOAT_EPSILON)
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{
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Vector3 result;
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result.x = value.x / mag;
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result.y = value.y / mag;
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result.z = value.z / mag;
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return result;// value / mag;
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}
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else
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return VECTOR3_ZERO;
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}
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#endregion
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#endregion
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#region Vector2.
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/// <summary>
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/// Returns how fast an object must move over duration to reach goal.
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/// </summary>
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/// <param name="goal">Vector3 to measure distance against.</param>
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/// <param name="duration">How long it should take to move to goal.</param>
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/// <param name="interval">A multiplier applied towards interval. Typically this is used for ticks passed.</param>
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/// <returns></returns>
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public static float GetRate(this Vector2 a, Vector2 goal, float duration, out float distance, uint interval = 1)
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{
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distance = Vector2.Distance(a, goal);
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return distance / (duration * interval);
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}
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/// <summary>
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/// Lerp between three Vector2 values.
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/// </summary>
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/// <param name="a"></param>
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/// <param name="b"></param>
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/// <param name="c"></param>
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/// <param name="percent"></param>
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/// <returns></returns>
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public static Vector2 Lerp3(Vector2 a, Vector2 b, Vector2 c, float percent)
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{
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Vector2 r0 = Vector2.Lerp(a, b, percent);
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Vector2 r1 = Vector2.Lerp(b, c, percent);
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return Vector2.Lerp(r0, r1, percent);
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}
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/// <summary>
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/// Lerp between three Vector2 values.
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/// </summary>
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/// <param name="vectors"></param>
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/// <param name="percent"></param>
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/// <returns></returns>
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public static Vector2 Lerp2(Vector2[] vectors, float percent)
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{
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if (vectors.Length < 3)
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{
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Debug.LogWarning("Vectors -> Lerp3 -> Vectors length must be 3.");
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return Vector2.zero;
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}
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return Lerp3(vectors[0], vectors[1], vectors[2], percent);
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}
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/// <summary>
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/// Multiplies a Vector2 by another.
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/// </summary>
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/// <param name="src"></param>
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/// <param name="multiplier"></param>
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/// <returns></returns>
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public static Vector2 Multiply(this Vector2 src, Vector2 multiplier)
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{
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return new Vector2(src.x * multiplier.x, src.y * multiplier.y);
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}
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#endregion
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}
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}
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