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306 lines
11 KiB
C#
306 lines
11 KiB
C#
using UnityEngine;
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using System.Collections;
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namespace RootMotion {
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/// <summary>
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/// Helper methods for dealing with 3-dimensional vectors.
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/// </summary>
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public static class V3Tools {
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/// <summary>
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/// Returns yaw angle (-180 - 180) of 'forward' vector.
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/// </summary>
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public static float GetYaw(Vector3 forward)
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{
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if (forward.x == 0f && forward.z == 0f) return 0f;
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if (float.IsInfinity(forward.x) || float.IsInfinity(forward.z)) return 0;
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return Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// Returns pitch angle (-90 - 90) of 'forward' vector.
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/// </summary>
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public static float GetPitch(Vector3 forward)
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{
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forward = forward.normalized; // Asin range -1 - 1
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return -Mathf.Asin(forward.y) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// Returns bank angle (-180 - 180) of 'forward' and 'up' vectors.
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/// </summary>
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public static float GetBank(Vector3 forward, Vector3 up)
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{
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Quaternion q = Quaternion.Inverse(Quaternion.LookRotation(Vector3.up, forward));
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up = q * up;
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float result = Mathf.Atan2(up.x, up.z) * Mathf.Rad2Deg;
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return Mathf.Clamp(result, -180f, 180f);
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}
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/// <summary>
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/// Returns yaw angle (-180 - 180) of 'forward' vector relative to rotation space defined by spaceForward and spaceUp axes.
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/// </summary>
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public static float GetYaw(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward)
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{
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Quaternion space = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp));
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Vector3 dirLocal = space * forward;
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if (dirLocal.x == 0f && dirLocal.z == 0f) return 0f;
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if (float.IsInfinity(dirLocal.x) || float.IsInfinity(dirLocal.z)) return 0;
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return Mathf.Atan2(dirLocal.x, dirLocal.z) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// Returns pitch angle (-90 - 90) of 'forward' vector relative to rotation space defined by spaceForward and spaceUp axes.
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/// </summary>
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public static float GetPitch(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward)
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{
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Quaternion space = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp));
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Vector3 dirLocal = space * forward;
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forward.Normalize();
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return -Mathf.Asin(dirLocal.y) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// Returns bank angle (-180 - 180) of 'forward' and 'up' vectors relative to rotation space defined by spaceForward and spaceUp axes.
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/// </summary>
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public static float GetBank(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward, Vector3 up)
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{
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Quaternion space = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp));
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forward = space * forward;
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up = space * up;
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Quaternion q = Quaternion.Inverse(Quaternion.LookRotation(spaceUp, forward));
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up = q * up;
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float result = Mathf.Atan2(up.x, up.z) * Mathf.Rad2Deg;
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return Mathf.Clamp(result, -180f, 180f);
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}
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/// <summary>
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/// Optimized Vector3.Lerp
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/// </summary>
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public static Vector3 Lerp(Vector3 fromVector, Vector3 toVector, float weight) {
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if (weight <= 0f) return fromVector;
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if (weight >= 1f) return toVector;
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return Vector3.Lerp(fromVector, toVector, weight);
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}
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/// <summary>
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/// Optimized Vector3.Slerp
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/// </summary>
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public static Vector3 Slerp(Vector3 fromVector, Vector3 toVector, float weight) {
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if (weight <= 0f) return fromVector;
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if (weight >= 1f) return toVector;
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return Vector3.Slerp(fromVector, toVector, weight);
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}
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/// <summary>
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/// Returns vector projection on axis multiplied by weight.
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/// </summary>
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public static Vector3 ExtractVertical(Vector3 v, Vector3 verticalAxis, float weight)
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{
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if (weight <= 0f) return Vector3.zero;
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if (verticalAxis == Vector3.up) return Vector3.up * v.y * weight;
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return Vector3.Project(v, verticalAxis) * weight;
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}
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/// <summary>
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/// Returns vector projected to a plane and multiplied by weight.
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/// </summary>
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public static Vector3 ExtractHorizontal(Vector3 v, Vector3 normal, float weight)
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{
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if (weight <= 0f) return Vector3.zero;
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if (normal == Vector3.up) return new Vector3(v.x, 0f, v.z) * weight;
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Vector3 tangent = v;
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Vector3.OrthoNormalize(ref normal, ref tangent);
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return Vector3.Project(v, tangent) * weight;
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}
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/// <summary>
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/// Flattens a vector on a plane defined by 'normal'.
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/// </summary>
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public static Vector3 Flatten(Vector3 v, Vector3 normal)
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{
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if (normal == Vector3.up) return new Vector3(v.x, 0f, v.z);
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return v - Vector3.Project(v, normal);
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}
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/// <summary>
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/// Clamps the direction to clampWeight from normalDirection, clampSmoothing is the number of sine smoothing iterations applied on the result.
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/// </summary>
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public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing)
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{
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if (clampWeight <= 0) return direction;
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if (clampWeight >= 1f) return normalDirection;
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// Getting the angle between direction and normalDirection
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float angle = Vector3.Angle(normalDirection, direction);
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float dot = 1f - (angle / 180f);
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if (dot > clampWeight) return direction;
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// Clamping the target
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float targetClampMlp = clampWeight > 0 ? Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f) : 1f;
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// Calculating the clamp multiplier
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float clampMlp = clampWeight > 0 ? Mathf.Clamp(dot / clampWeight, 0f, 1f) : 1f;
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// Sine smoothing iterations
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for (int i = 0; i < clampSmoothing; i++)
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{
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float sinF = clampMlp * Mathf.PI * 0.5f;
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clampMlp = Mathf.Sin(sinF);
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}
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// Slerping the direction (don't use Lerp here, it breaks it)
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return Vector3.Slerp(normalDirection, direction, clampMlp * targetClampMlp);
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}
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/// <summary>
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/// Clamps the direction to clampWeight from normalDirection, clampSmoothing is the number of sine smoothing iterations applied on the result.
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/// </summary>
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public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing, out bool changed) {
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changed = false;
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if (clampWeight <= 0) return direction;
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if (clampWeight >= 1f) {
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changed = true;
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return normalDirection;
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}
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// Getting the angle between direction and normalDirection
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float angle = Vector3.Angle(normalDirection, direction);
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float dot = 1f - (angle / 180f);
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if (dot > clampWeight) return direction;
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changed = true;
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// Clamping the target
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float targetClampMlp = clampWeight > 0? Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f): 1f;
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// Calculating the clamp multiplier
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float clampMlp = clampWeight > 0? Mathf.Clamp(dot / clampWeight, 0f, 1f): 1f;
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// Sine smoothing iterations
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for (int i = 0; i < clampSmoothing; i++) {
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float sinF = clampMlp * Mathf.PI * 0.5f;
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clampMlp = Mathf.Sin(sinF);
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}
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// Slerping the direction (don't use Lerp here, it breaks it)
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return Vector3.Slerp(normalDirection, direction, clampMlp * targetClampMlp);
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}
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/// <summary>
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/// Clamps the direction to clampWeight from normalDirection, clampSmoothing is the number of sine smoothing iterations applied on the result.
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/// </summary>
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public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing, out float clampValue) {
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clampValue = 1f;
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if (clampWeight <= 0) return direction;
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if (clampWeight >= 1f) {
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return normalDirection;
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}
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// Getting the angle between direction and normalDirection
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float angle = Vector3.Angle(normalDirection, direction);
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float dot = 1f - (angle / 180f);
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if (dot > clampWeight) {
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clampValue = 0f;
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return direction;
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}
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// Clamping the target
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float targetClampMlp = clampWeight > 0? Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f): 1f;
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// Calculating the clamp multiplier
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float clampMlp = clampWeight > 0? Mathf.Clamp(dot / clampWeight, 0f, 1f): 1f;
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// Sine smoothing iterations
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for (int i = 0; i < clampSmoothing; i++) {
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float sinF = clampMlp * Mathf.PI * 0.5f;
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clampMlp = Mathf.Sin(sinF);
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}
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// Slerping the direction (don't use Lerp here, it breaks it)
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float slerp = clampMlp * targetClampMlp;
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clampValue = 1f - slerp;
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return Vector3.Slerp(normalDirection, direction, slerp);
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}
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/// <summary>
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/// Get the intersection point of line and plane
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/// </summary>
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public static Vector3 LineToPlane(Vector3 origin, Vector3 direction, Vector3 planeNormal, Vector3 planePoint) {
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float dot = Vector3.Dot(planePoint - origin, planeNormal);
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float normalDot = Vector3.Dot(direction, planeNormal);
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if (normalDot == 0.0f) return Vector3.zero;
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float dist = dot / normalDot;
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return origin + direction.normalized * dist;
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}
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/// <summary>
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/// Projects a point to a plane.
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/// </summary>
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public static Vector3 PointToPlane(Vector3 point, Vector3 planePosition, Vector3 planeNormal) {
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if (planeNormal == Vector3.up) {
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return new Vector3(point.x, planePosition.y, point.z);
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}
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Vector3 tangent = point - planePosition;
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Vector3 normal = planeNormal;
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Vector3.OrthoNormalize(ref normal, ref tangent);
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return planePosition + Vector3.Project(point - planePosition, tangent);
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}
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/// <summary>
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/// Same as Transform.TransformPoint(), but not using scale.
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/// </summary>
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public static Vector3 TransformPointUnscaled(Transform t, Vector3 point)
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{
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return t.position + t.rotation * point;
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}
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/// <summary>
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/// Same as Transform.InverseTransformPoint(), but not using scale.
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/// </summary>
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public static Vector3 InverseTransformPointUnscaled(Transform t, Vector3 point)
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{
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return Quaternion.Inverse(t.rotation) * (point - t.position);
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}
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/// <summary>
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/// Same as Transform.InverseTransformPoint();
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/// </summary>
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public static Vector3 InverseTransformPoint(Vector3 tPos, Quaternion tRot, Vector3 tScale, Vector3 point)
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{
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return Div(Quaternion.Inverse(tRot) * (point - tPos), tScale);
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}
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/// <summary>
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/// Same as Transform.TransformPoint()
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/// </summary>
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public static Vector3 TransformPoint(Vector3 tPos, Quaternion tRot, Vector3 tScale, Vector3 point)
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{
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return tPos + Vector3.Scale(tRot * point, tScale);
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}
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/// <summary>
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/// Divides the values of v1 by the values of v2.
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/// </summary>
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public static Vector3 Div(Vector3 v1, Vector3 v2)
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{
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return new Vector3(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z);
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}
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}
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}
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