mirror of
https://github.com/Dadechin/Unity-WebSocket.git
synced 2025-07-04 04:14:34 +00:00
251 lines
9.3 KiB
C#
251 lines
9.3 KiB
C#
using System;
|
|
using System.Runtime.CompilerServices;
|
|
using UnityEngine;
|
|
|
|
namespace GameKit.Dependencies.Utilities
|
|
{
|
|
|
|
public static class Vectors
|
|
{
|
|
/// <summary>
|
|
/// Vector3.zero.
|
|
/// </summary>
|
|
private static readonly Vector3 VECTOR3_ZERO = new(0.0f, 0.0f, 0.0f);
|
|
/// <summary>
|
|
/// Float epislon.
|
|
/// </summary>
|
|
private const float FLOAT_EPSILON = 0.00001f;
|
|
|
|
#region Vector3.
|
|
/// <summary>
|
|
/// Returns how fast an object must move over duration to reach goal.
|
|
/// </summary>
|
|
/// <param name="b">Vector3 to measure distance against.</param>
|
|
/// <param name="duration">How long it should take to move to goal.</param>
|
|
/// <param name="interval">A multiplier applied towards interval. Typically this is used for ticks passed.</param>
|
|
/// <returns></returns>
|
|
public static float GetRate(this Vector3 a, Vector3 b, float duration, out float distance, uint interval = 1)
|
|
{
|
|
distance = Vector3.Distance(a, b);
|
|
return distance / (duration * interval);
|
|
}
|
|
/// <summary>
|
|
/// Adds a Vector2 X/Y onto a Vector3.
|
|
/// </summary>
|
|
public static Vector3 Add(this Vector3 v3, Vector2 v2)
|
|
{
|
|
return (v3 + new Vector3(v2.x, v2.y, 0f));
|
|
}
|
|
/// <summary>
|
|
/// Subtracts a Vector2 X/Y from a Vector3.
|
|
/// </summary>
|
|
public static Vector3 Subtract(this Vector3 v3, Vector2 v2)
|
|
{
|
|
return (v3 - new Vector3(v2.x, v2.y, 0f));
|
|
}
|
|
/// <summary>
|
|
/// Calculates the linear parameter t that produces the interpolant value within the range [a, b].
|
|
/// </summary>
|
|
/// <param name="a"></param>
|
|
/// <param name="b"></param>
|
|
/// <param name="value"></param>
|
|
/// <returns></returns>
|
|
public static float InverseLerp(Vector3 a, Vector3 b, Vector3 value)
|
|
{
|
|
Vector3 ab = b - a;
|
|
Vector3 av = value - a;
|
|
return Mathf.Clamp01(Vector3.Dot(av, ab) / Vector3.Dot(ab, ab));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns if the target Vector3 is within variance of the source Vector3.
|
|
/// </summary>
|
|
/// <param name="a">Source vector.</param>
|
|
/// <param name="b">Target vector.</param>
|
|
/// <param name="tolerance">How close the target vector must be to be considered close.</param>
|
|
/// <returns></returns>
|
|
public static bool Near(this Vector3 a, Vector3 b, float tolerance = 0.01f)
|
|
{
|
|
return (Vector3.Distance(a, b) <= tolerance);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns if any values within a Vector3 are NaN.
|
|
/// </summary>
|
|
/// <param name="source"></param>
|
|
/// <returns></returns>
|
|
public static bool IsNan(this Vector3 source)
|
|
{
|
|
return (float.IsNaN(source.x) || float.IsNaN(source.y) || float.IsNaN(source.z));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lerp between three Vector3 values.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public static Vector3 Lerp3(Vector3 a, Vector3 b, Vector3 c, float percent)
|
|
{
|
|
Vector3 r0 = Vector3.Lerp(a, b, percent);
|
|
Vector3 r1 = Vector3.Lerp(b, c, percent);
|
|
return Vector3.Lerp(r0, r1, percent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lerp between three Vector3 values.
|
|
/// </summary>
|
|
/// <param name="vectors"></param>
|
|
/// <param name="percent"></param>
|
|
/// <returns></returns>
|
|
public static Vector3 Lerp3(Vector3[] vectors, float percent)
|
|
{
|
|
if (vectors.Length < 3)
|
|
{
|
|
Debug.LogWarning("Vectors -> Lerp3 -> Vectors length must be 3.");
|
|
return Vector3.zero;
|
|
}
|
|
|
|
return Lerp3(vectors[0], vectors[1], vectors[2], percent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Multiplies a Vector3 by another.
|
|
/// </summary>
|
|
/// <param name="src"></param>
|
|
/// <param name="multiplier"></param>
|
|
/// <returns></returns>
|
|
public static Vector3 Multiply(this Vector3 src, Vector3 multiplier)
|
|
{
|
|
return new(src.x * multiplier.x, src.y * multiplier.y, src.z * multiplier.z);
|
|
}
|
|
|
|
#region Fast.
|
|
/* Fast checks are property of:
|
|
* Copyright (c) 2020 Maxim Munnig Schmidt
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
* of this software and associated documentation files (the "Software"), to deal
|
|
* in the Software without restriction, including without limitation the rights
|
|
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
* copies of the Software, and to permit persons to whom the Software is
|
|
* furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice shall be included in all
|
|
* copies or substantial portions of the Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
* SOFTWARE.
|
|
*/
|
|
/// <summary>
|
|
/// Fast Distance.
|
|
/// </summary>
|
|
/// <param name="a"></param>
|
|
/// <param name="b"></param>
|
|
/// <returns></returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float FastDistance(Vector3 a, Vector3 b)
|
|
{
|
|
var distx = a.x - b.x;
|
|
var disty = a.y - b.y;
|
|
var distz = a.z - b.z;
|
|
return (float)Math.Sqrt(distx * distx + disty * disty + distz * distz);
|
|
}
|
|
/// <summary>
|
|
/// Fast SqrMagnitude.
|
|
/// </summary>
|
|
/// <param name="vector"></param>
|
|
/// <returns></returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float FastSqrMagnitude(Vector3 vector)
|
|
{
|
|
return vector.x * vector.x + vector.y * vector.y + vector.z * vector.z;
|
|
}
|
|
/// <summary>
|
|
/// Fast Normalize.
|
|
/// </summary>
|
|
/// <param name="value"></param>
|
|
/// <returns></returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static Vector3 FastNormalize(Vector3 value)
|
|
{
|
|
float mag = (float)Math.Sqrt(value.x * value.x + value.y * value.y + value.z * value.z); //Magnitude(value);
|
|
if (mag > FLOAT_EPSILON)
|
|
{
|
|
Vector3 result;
|
|
result.x = value.x / mag;
|
|
result.y = value.y / mag;
|
|
result.z = value.z / mag;
|
|
return result;// value / mag;
|
|
}
|
|
else
|
|
return VECTOR3_ZERO;
|
|
}
|
|
#endregion
|
|
#endregion
|
|
|
|
#region Vector2.
|
|
/// <summary>
|
|
/// Returns how fast an object must move over duration to reach goal.
|
|
/// </summary>
|
|
/// <param name="goal">Vector3 to measure distance against.</param>
|
|
/// <param name="duration">How long it should take to move to goal.</param>
|
|
/// <param name="interval">A multiplier applied towards interval. Typically this is used for ticks passed.</param>
|
|
/// <returns></returns>
|
|
public static float GetRate(this Vector2 a, Vector2 goal, float duration, out float distance, uint interval = 1)
|
|
{
|
|
distance = Vector2.Distance(a, goal);
|
|
return distance / (duration * interval);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lerp between three Vector2 values.
|
|
/// </summary>
|
|
/// <param name="a"></param>
|
|
/// <param name="b"></param>
|
|
/// <param name="c"></param>
|
|
/// <param name="percent"></param>
|
|
/// <returns></returns>
|
|
public static Vector2 Lerp3(Vector2 a, Vector2 b, Vector2 c, float percent)
|
|
{
|
|
Vector2 r0 = Vector2.Lerp(a, b, percent);
|
|
Vector2 r1 = Vector2.Lerp(b, c, percent);
|
|
return Vector2.Lerp(r0, r1, percent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lerp between three Vector2 values.
|
|
/// </summary>
|
|
/// <param name="vectors"></param>
|
|
/// <param name="percent"></param>
|
|
/// <returns></returns>
|
|
public static Vector2 Lerp2(Vector2[] vectors, float percent)
|
|
{
|
|
if (vectors.Length < 3)
|
|
{
|
|
Debug.LogWarning("Vectors -> Lerp3 -> Vectors length must be 3.");
|
|
return Vector2.zero;
|
|
}
|
|
|
|
return Lerp3(vectors[0], vectors[1], vectors[2], percent);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Multiplies a Vector2 by another.
|
|
/// </summary>
|
|
/// <param name="src"></param>
|
|
/// <param name="multiplier"></param>
|
|
/// <returns></returns>
|
|
public static Vector2 Multiply(this Vector2 src, Vector2 multiplier)
|
|
{
|
|
return new(src.x * multiplier.x, src.y * multiplier.y);
|
|
}
|
|
#endregion
|
|
|
|
}
|
|
|
|
} |