using UnityEngine; using System; namespace IsoTools { public static class IsoUtils { // ------------------------------------------------------------------------ // // Consts // // ------------------------------------------------------------------------ public static Vector3 Vec2OneX { get { return new Vector2(1.0f, 0.0f); } } public static Vector3 Vec2OneY { get { return new Vector2(0.0f, 1.0f); } } public static Vector3 Vec2OneXY { get { return new Vector2(1.0f, 1.0f); } } public static Vector3 Vec3OneX { get { return new Vector3(1.0f, 0.0f, 0.0f); } } public static Vector3 Vec3OneY { get { return new Vector3(0.0f, 1.0f, 0.0f); } } public static Vector3 Vec3OneZ { get { return new Vector3(0.0f, 0.0f, 1.0f); } } public static Vector3 Vec3OneXY { get { return new Vector3(1.0f, 1.0f, 0.0f); } } public static Vector3 Vec3OneYZ { get { return new Vector3(0.0f, 1.0f, 1.0f); } } public static Vector3 Vec3OneXZ { get { return new Vector3(1.0f, 0.0f, 1.0f); } } // ------------------------------------------------------------------------ // // Abs/Min/Max // // ------------------------------------------------------------------------ public static Vector2 Vec2Abs(Vector2 v) { return new Vector2( Mathf.Abs(v.x), Mathf.Abs(v.y)); } public static Vector2 Vec2Min(Vector2 a, Vector2 b) { return new Vector2( Mathf.Min(a.x, b.x), Mathf.Min(a.y, b.y)); } public static Vector3 Vec3Abs(Vector3 v) { return new Vector3( Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z)); } public static Vector3 Vec3Min(Vector3 a, Vector3 b) { return new Vector3( Mathf.Min(a.x, b.x), Mathf.Min(a.y, b.y), Mathf.Min(a.z, b.z)); } public static Vector2 Vec2Max(Vector2 a, Vector2 b) { return new Vector2( Mathf.Max(a.x, b.x), Mathf.Max(a.y, b.y)); } public static Vector3 Vec3Max(Vector3 a, Vector3 b) { return new Vector3( Mathf.Max(a.x, b.x), Mathf.Max(a.y, b.y), Mathf.Max(a.z, b.z)); } // ------------------------------------------------------------------------ // // Ceil/Floor/Round // // ------------------------------------------------------------------------ public static Vector3 Vec3Ceil(Vector3 v) { return new Vector3( Mathf.Ceil(v.x), Mathf.Ceil(v.y), Mathf.Ceil(v.z)); } public static Vector3 Vec3Floor(Vector3 v) { return new Vector3( Mathf.Floor(v.x), Mathf.Floor(v.y), Mathf.Floor(v.z)); } public static Vector3 Vec3Round(Vector3 v) { return new Vector3( Mathf.Round(v.x), Mathf.Round(v.y), Mathf.Round(v.z)); } // ------------------------------------------------------------------------ // // Div/DivCeil/DivFloor/DivRound // // ------------------------------------------------------------------------ public static Vector3 Vec3Div(Vector3 a, float b) { return new Vector3( a.x / b, a.y / b, a.z / b); } public static Vector3 Vec3Div(Vector3 a, Vector3 b) { return new Vector3( a.x / b.x, a.y / b.y, a.z / b.z); } public static Vector3 Vec3DivCeil(Vector3 a, float b) { return Vec3Ceil(Vec3Div(a, b)); } public static Vector3 Vec3DivCeil(Vector3 a, Vector3 b) { return Vec3Ceil(Vec3Div(a, b)); } public static Vector3 Vec3DivFloor(Vector3 a, float b) { return Vec3Floor(Vec3Div(a, b)); } public static Vector3 Vec3DivFloor(Vector3 a, Vector3 b) { return Vec3Floor(Vec3Div(a, b)); } public static Vector3 Vec3DivRound(Vector3 a, float b) { return Vec3Round(Vec3Div(a, b)); } public static Vector3 Vec3DivRound(Vector3 a, Vector3 b) { return Vec3Round(Vec3Div(a, b)); } // ------------------------------------------------------------------------ // // FromX // // ------------------------------------------------------------------------ public static Vector2 Vec2FromX(float x) { return new Vector2(x, 0.0f); } public static Vector2 Vec2FromY(float y) { return new Vector2(0.0f, y); } public static Vector2 Vec2FromXY(float x, float y) { return new Vector2(x, y); } public static Vector3 Vec3FromX(float x) { return new Vector3(x, 0.0f, 0.0f); } public static Vector3 Vec3FromY(float y) { return new Vector3(0.0f, y, 0.0f); } public static Vector3 Vec3FromZ(float z) { return new Vector3(0.0f, 0.0f, z); } public static Vector3 Vec3FromXY(float x, float y) { return new Vector3(x, y, 0.0f); } public static Vector3 Vec3FromYZ(float y, float z) { return new Vector3(0.0f, y, z); } public static Vector3 Vec3FromXZ(float x, float z) { return new Vector3(x, 0.0f, z); } // ------------------------------------------------------------------------ // // ChangeX // // ------------------------------------------------------------------------ public static Vector2 Vec2ChangeX(Vector2 v, float x) { return new Vector2(x, v.y); } public static Vector2 Vec2ChangeY(Vector2 v, float y) { return new Vector2(v.x, y); } public static Vector3 Vec3ChangeX(Vector3 v, float x) { return new Vector3(x, v.y, v.z); } public static Vector3 Vec3ChangeY(Vector3 v, float y) { return new Vector3(v.x, y, v.z); } public static Vector3 Vec3ChangeZ(Vector3 v, float z) { return new Vector3(v.x, v.y, z); } public static Vector3 Vec3ChangeXY(Vector3 v, float x, float y) { return new Vector3(x, y, v.z); } public static Vector3 Vec3ChangeYZ(Vector3 v, float y, float z) { return new Vector3(v.x, y, z); } public static Vector3 Vec3ChangeXZ(Vector3 v, float x, float z) { return new Vector3(x, v.y, z); } // ------------------------------------------------------------------------ // // Approximately // // ----------------------------------------------------------------------- public static bool Vec2Approximately(Vector2 a, Vector2 b) { return Mathf.Approximately(a.x, b.x) && Mathf.Approximately(a.y, b.y); } public static bool Vec3Approximately(Vector3 a, Vector3 b) { return Mathf.Approximately(a.x, b.x) && Mathf.Approximately(a.y, b.y) && Mathf.Approximately(a.z, b.z); } // ------------------------------------------------------------------------ // // LookUpCube // // ------------------------------------------------------------------------ public static void LookUpCube(Vector3 min, Vector3 max, Action act) { for ( var z = min.z; z < max.z; ++z ) { for ( var y = min.y; y < max.y; ++y ) { for ( var x = min.x; x < max.x; ++x ) { act(new Vector3(x, y, z)); }}} } } }