152 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			152 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C#
		
	
	
	
| using System;
 | |
| using UnityEngine;
 | |
| 
 | |
| public static partial class SRMath
 | |
| {
 | |
|     /// <summary>
 | |
|     /// Lerp from one value to another, without clamping t to 0-1.
 | |
|     /// </summary>
 | |
|     /// <param name="from"></param>
 | |
|     /// <param name="to"></param>
 | |
|     /// <param name="t"></param>
 | |
|     /// <returns></returns>
 | |
|     public static float LerpUnclamped(float from, float to, float t)
 | |
|     {
 | |
|         return (1.0f - t)*from + t*to;
 | |
|     }
 | |
| 
 | |
|     /// <summary>
 | |
|     /// Lerp from one vector to another, without clamping t
 | |
|     /// </summary>
 | |
|     /// <param name="from"></param>
 | |
|     /// <param name="to"></param>
 | |
|     /// <param name="t"></param>
 | |
|     /// <returns></returns>
 | |
|     public static Vector3 LerpUnclamped(Vector3 from, Vector3 to, float t)
 | |
|     {
 | |
|         return new Vector3(
 | |
|             LerpUnclamped(from.x, to.x, t),
 | |
|             LerpUnclamped(from.y, to.y, t),
 | |
|             LerpUnclamped(from.z, to.z, t)
 | |
|             );
 | |
|     }
 | |
| 
 | |
|     /// <summary>
 | |
|     /// Value from 0.0f-1.0f, 0 when facing fully away and 1.0f when facing fully towards
 | |
|     /// </summary>
 | |
|     public static float FacingNormalized(Vector3 dir1, Vector3 dir2)
 | |
|     {
 | |
|         dir1.Normalize();
 | |
|         dir2.Normalize();
 | |
| 
 | |
|         return Mathf.InverseLerp(-1, 1, Vector3.Dot(dir1, dir2));
 | |
|     }
 | |
| 
 | |
|     /// <summary>
 | |
|     /// Reduces a given angle to a value between 180 and -180.
 | |
|     /// </summary>
 | |
|     /// <param name="angle">The angle to reduce, in radians.</param>
 | |
|     /// <returns>The new angle, in radians.</returns>
 | |
|     /// https://github.com/mono/MonoGame/blob/develop/MonoGame.Framework/MathHelper.cs
 | |
|     public static float WrapAngle(float angle)
 | |
|     {
 | |
|         if (angle <= -180f)
 | |
|         {
 | |
|             angle += 360f;
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             if (angle > 180f)
 | |
|             {
 | |
|                 angle -= 360f;
 | |
|             }
 | |
|         }
 | |
|         return angle;
 | |
|     }
 | |
| 
 | |
|     /// <summary>
 | |
|     /// Return the angle closest to 'to'
 | |
|     /// </summary>
 | |
|     /// <param name="to"></param>
 | |
|     /// <param name="angle1"></param>
 | |
|     /// <param name="angle2"></param>
 | |
|     /// <returns></returns>
 | |
|     public static float NearestAngle(float to, float angle1, float angle2)
 | |
|     {
 | |
|         if (Mathf.Abs(Mathf.DeltaAngle(to, angle1)) > Mathf.Abs(Mathf.DeltaAngle(to, angle2)))
 | |
|         {
 | |
|             return angle2;
 | |
|         }
 | |
|         return angle1;
 | |
|     }
 | |
| 
 | |
|     /// <summary>
 | |
|     /// Wrap value to 0-max (non-inclusive)
 | |
|     /// </summary>
 | |
|     /// <param name="max">Max value (non-inclusive)</param>
 | |
|     /// <param name="value"></param>
 | |
|     /// <returns>Value wrapped from 0-max</returns>
 | |
|     public static int Wrap(int max, int value)
 | |
|     {
 | |
|         if (max < 0)
 | |
|         {
 | |
|             throw new ArgumentOutOfRangeException("max", "max must be greater than 0");
 | |
|         }
 | |
| 
 | |
|         while (value < 0)
 | |
|         {
 | |
|             value += max;
 | |
|         }
 | |
| 
 | |
|         while (value >= max)
 | |
|         {
 | |
|             value -= max;
 | |
|         }
 | |
| 
 | |
|         return value;
 | |
|     }
 | |
| 
 | |
|     /// <summary>
 | |
|     /// Wrap value to 0-max (non-inclusive)
 | |
|     /// </summary>
 | |
|     /// <param name="max">Max value (non-inclusive)</param>
 | |
|     /// <param name="value"></param>
 | |
|     /// <returns>Value wrapped from 0-max</returns>
 | |
|     public static float Wrap(float max, float value)
 | |
|     {
 | |
|         while (value < 0)
 | |
|         {
 | |
|             value += max;
 | |
|         }
 | |
| 
 | |
|         while (value >= max)
 | |
|         {
 | |
|             value -= max;
 | |
|         }
 | |
| 
 | |
|         return value;
 | |
|     }
 | |
| 
 | |
|     public static float Average(float v1, float v2)
 | |
|     {
 | |
|         return (v1 + v2)*0.5f;
 | |
|     }
 | |
| 
 | |
|     /// <summary>
 | |
|     /// Return an angle in range -180, 180 based on direction vector
 | |
|     /// </summary>
 | |
|     /// <param name="direction"></param>
 | |
|     /// <returns></returns>
 | |
|     public static float Angle(Vector2 direction)
 | |
|     {
 | |
|         var angle = Vector3.Angle(Vector3.up, direction);
 | |
| 
 | |
|         if (Vector3.Cross(direction, Vector3.up).z > 0f)
 | |
|         {
 | |
|             angle *= -1;
 | |
|         }
 | |
| 
 | |
|         return angle;
 | |
|     }
 | |
| }
 |