Files
XCharts/Runtime/XUGL/UGLHelper.cs
2021-04-26 07:17:26 +08:00

219 lines
7.3 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/******************************************/
/* */
/* Copyright (c) 2020 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/******************************************/
using System.Collections.Generic;
using UnityEngine;
namespace XUGL
{
public static class UGLHelper
{
public static bool IsValueEqualsColor(Color32 color1, Color32 color2)
{
return color1.a == color2.a &&
color1.b == color2.b &&
color1.g == color2.g &&
color1.r == color2.r;
}
public static bool IsValueEqualsColor(Color color1, Color color2)
{
return color1.a == color2.a &&
color1.b == color2.b &&
color1.g == color2.g &&
color1.r == color2.r;
}
public static bool IsValueEqualsString(string str1, string str2)
{
if (str1 == null && str2 == null) return true;
else if (str1 != null && str2 != null) return str1.Equals(str2);
else return false;
}
public static bool IsValueEqualsVector2(Vector2 v1, Vector2 v2)
{
return v1.x == v2.x && v1.y == v2.y;
}
public static bool IsValueEqualsVector3(Vector3 v1, Vector3 v2)
{
return v1.x == v2.x && v1.y == v2.y && v1.z == v2.z;
}
public static bool IsValueEqualsList<T>(List<T> list1, List<T> list2)
{
if (list1 == null || list2 == null) return false;
if (list1.Count != list2.Count) return false;
for (int i = 0; i < list1.Count; i++)
{
if (list1[i] == null && list2[i] == null) { }
else
{
if (list1[i] != null)
{
if (!list1[i].Equals(list2[i])) return false;
}
else
{
if (!list2[i].Equals(list1[i])) return false;
}
}
}
return true;
}
public static bool IsClearColor(Color32 color)
{
return color.a == 0 && color.b == 0 && color.g == 0 && color.r == 0;
}
public static bool IsClearColor(Color color)
{
return color.a == 0 && color.b == 0 && color.g == 0 && color.r == 0;
}
public static bool IsZeroVector(Vector3 pos)
{
return pos.x == 0 && pos.y == 0 && pos.z == 0;
}
public static Vector3 RotateRound(Vector3 position, Vector3 center, Vector3 axis, float angle)
{
Vector3 point = Quaternion.AngleAxis(angle, axis) * (position - center);
Vector3 resultVec3 = center + point;
return resultVec3;
}
public static void GetBezierList(ref List<Vector3> posList, Vector3 sp, Vector3 ep,
Vector3 lsp, Vector3 nep, float smoothness = 2f, float k = 2.0f)
{
float dist = Mathf.Abs(sp.x - ep.x);
Vector3 cp1, cp2;
var dir = (ep - sp).normalized;
var diff = dist / k;
if (lsp == sp)
{
cp1 = sp + dist / k * dir * 1;
cp1.y = sp.y;
cp1 = sp;
}
else
{
cp1 = sp + (ep - lsp).normalized * diff;
}
if (nep == ep) cp2 = ep;
else cp2 = ep - (nep - sp).normalized * diff;
dist = Vector3.Distance(sp, ep);
int segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
if (segment < 1) segment = (int)(dist / 0.5f);
if (segment < 4) segment = 4;
GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
}
public static void GetBezierListVertical(ref List<Vector3> posList, Vector3 sp, Vector3 ep,
float smoothness = 2f, float k = 2.0f)
{
Vector3 dir = (ep - sp).normalized;
float dist = Vector3.Distance(sp, ep);
Vector3 cp1 = sp + dist / k * dir * 1;
Vector3 cp2 = sp + dist / k * dir * (k - 1);
cp1.x = sp.x;
cp2.x = ep.x;
int segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
}
public static List<Vector3> GetBezierList(Vector3 sp, Vector3 ep, int segment, Vector3 cp)
{
List<Vector3> list = new List<Vector3>();
for (int i = 0; i < segment; i++)
{
list.Add(GetBezier(i / (float)segment, sp, cp, ep));
}
list.Add(ep);
return list;
}
public static void GetBezierList2(ref List<Vector3> posList, Vector3 sp, Vector3 ep, int segment, Vector3 cp,
Vector3 cp2)
{
posList.Clear();
if (posList.Capacity < segment + 1)
{
posList.Capacity = segment + 1;
}
for (int i = 0; i < segment; i++)
{
posList.Add((GetBezier2(i / (float)segment, sp, cp, cp2, ep)));
}
posList.Add(ep);
}
public static Vector3 GetBezier(float t, Vector3 sp, Vector3 cp, Vector3 ep)
{
Vector3 aa = sp + (cp - sp) * t;
Vector3 bb = cp + (ep - cp) * t;
return aa + (bb - aa) * t;
}
public static Vector3 GetBezier2(float t, Vector3 sp, Vector3 p1, Vector3 p2, Vector3 ep)
{
t = Mathf.Clamp01(t);
var oneMinusT = 1f - t;
return oneMinusT * oneMinusT * oneMinusT * sp +
3f * oneMinusT * oneMinusT * t * p1 +
3f * oneMinusT * t * t * p2 +
t * t * t * ep;
}
public static Vector3 GetDire(float angle, bool isDegree = false)
{
angle = isDegree ? angle * Mathf.Deg2Rad : angle;
return new Vector3(Mathf.Sin(angle), Mathf.Cos(angle));
}
public static Vector3 GetVertialDire(Vector3 dire)
{
if (dire.x == 0)
{
return new Vector3(-1, 0, 0);
}
if (dire.y == 0)
{
return new Vector3(0, -1, 0);
}
else
{
return new Vector3(-dire.y / dire.x, 1, 0).normalized;
}
}
/// <summary>
/// 获得0-360的角度12点钟方向为0度
/// </summary>
/// <param name="from"></param>
/// <param name="to"></param>
/// <returns></returns>
public static float GetAngle360(Vector2 from, Vector2 to)
{
float angle;
Vector3 cross = Vector3.Cross(from, to);
angle = Vector2.Angle(from, to);
angle = cross.z > 0 ? -angle : angle;
angle = (angle + 360) % 360;
return angle;
}
public static Vector3 GetPos(Vector3 center, float radius, float angle, bool isDegree = false)
{
angle = isDegree ? angle * Mathf.Deg2Rad : angle;
return new Vector3(center.x + radius * Mathf.Sin(angle), center.y + radius * Mathf.Cos(angle));
}
}
}