mirror of
https://github.com/BlackMATov/unity-iso-tools.git
synced 2025-12-15 01:12:05 +07:00
103 lines
2.2 KiB
C#
103 lines
2.2 KiB
C#
using UnityEngine;
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using System;
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namespace IsoTools {
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public class IsoUtils {
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public static void LookUpCube(Vector3 min, Vector3 max, Action<Vector3> act) {
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for ( var z = min.z; z < max.z; ++z ) {
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for ( var y = min.y; y < max.y; ++y ) {
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for ( var x = min.x; x < max.x; ++x ) {
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act(new Vector3(x, y, z));
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}
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}
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}
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}
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public static bool Vec3Approximately(Vector3 a, Vector3 b) {
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return
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Mathf.Approximately(a.x, b.x) &&
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Mathf.Approximately(a.y, b.y) &&
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Mathf.Approximately(a.z, b.z);
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}
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public static Vector3 Vec3Abs(Vector3 v) {
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return new Vector3(
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Mathf.Abs(v.x),
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Mathf.Abs(v.y),
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Mathf.Abs(v.z));
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}
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public static Vector3 Vec3Ceil(Vector3 v) {
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return new Vector3(
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Mathf.Ceil(v.x),
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Mathf.Ceil(v.y),
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Mathf.Ceil(v.z));
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}
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public static Vector3 Vec3Floor(Vector3 v) {
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return new Vector3(
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Mathf.Floor(v.x),
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Mathf.Floor(v.y),
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Mathf.Floor(v.z));
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}
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public static Vector3 Vec3Round(Vector3 v) {
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return new Vector3(
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Mathf.Round(v.x),
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Mathf.Round(v.y),
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Mathf.Round(v.z));
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}
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public static Vector3 Vec3Div(Vector3 a, float b) {
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return new Vector3(
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a.x / b,
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a.y / b,
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a.z / b);
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}
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public static Vector3 Vec3Div(Vector3 a, Vector3 b) {
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return new Vector3(
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a.x / b.x,
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a.y / b.y,
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a.z / b.z);
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}
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public static Vector3 Vec3DivCeil(Vector3 a, float b) {
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return Vec3Ceil(Vec3Div(a, b));
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}
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public static Vector3 Vec3DivCeil(Vector3 a, Vector3 b) {
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return Vec3Ceil(Vec3Div(a, b));
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}
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public static Vector3 Vec3DivFloor(Vector3 a, float b) {
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return Vec3Floor(Vec3Div(a, b));
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}
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public static Vector3 Vec3DivFloor(Vector3 a, Vector3 b) {
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return Vec3Floor(Vec3Div(a, b));
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}
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public static Vector3 Vec3DivRound(Vector3 a, float b) {
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return Vec3Round(Vec3Div(a, b));
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}
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public static Vector3 Vec3DivRound(Vector3 a, Vector3 b) {
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return Vec3Round(Vec3Div(a, b));
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}
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public static Vector3 Vec3Min(Vector3 a, Vector3 b) {
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return new Vector3(
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Mathf.Min(a.x, b.x),
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Mathf.Min(a.y, b.y),
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Mathf.Min(a.z, b.z));
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}
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public static Vector3 Vec3Max(Vector3 a, Vector3 b) {
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return new Vector3(
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Mathf.Max(a.x, b.x),
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Mathf.Max(a.y, b.y),
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Mathf.Max(a.z, b.z));
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}
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}
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} |