mirror of
https://github.com/BlackMATov/unity-iso-tools.git
synced 2025-12-14 17:09:31 +07:00
536 lines
12 KiB
C#
536 lines
12 KiB
C#
using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace IsoTools.Internal {
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public static class IsoUtils {
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// ---------------------------------------------------------------------
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//
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// Consts
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//
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// ---------------------------------------------------------------------
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public static readonly Vector2 vec2OneX = new Vector2(1.0f, 0.0f);
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public static readonly Vector2 vec2OneY = new Vector2(0.0f, 1.0f);
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public static readonly Vector3 vec3OneX = new Vector3(1.0f, 0.0f, 0.0f);
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public static readonly Vector3 vec3OneY = new Vector3(0.0f, 1.0f, 0.0f);
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public static readonly Vector3 vec3OneZ = new Vector3(0.0f, 0.0f, 1.0f);
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public static readonly Vector3 vec3OneXY = new Vector3(1.0f, 1.0f, 0.0f);
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public static readonly Vector3 vec3OneYZ = new Vector3(0.0f, 1.0f, 1.0f);
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public static readonly Vector3 vec3OneXZ = new Vector3(1.0f, 0.0f, 1.0f);
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public static readonly int FloatBeautifierDigits = 4;
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// ---------------------------------------------------------------------
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//
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// Abs/Min/Max
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//
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// ---------------------------------------------------------------------
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// -----------------------------
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// Abs
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// -----------------------------
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public static Vector2 Vec2Abs(Vector2 v) {
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if ( v.x < 0.0f ) {
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v.x = -v.x;
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}
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if ( v.y < 0.0f ) {
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v.y = -v.y;
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}
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return v;
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}
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public static Vector3 Vec3Abs(Vector3 v) {
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if ( v.x < 0.0f ) {
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v.x = -v.x;
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}
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if ( v.y < 0.0f ) {
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v.y = -v.y;
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}
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if ( v.z < 0.0f ) {
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v.z = -v.z;
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}
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return v;
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}
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// -----------------------------
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// Min
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// -----------------------------
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public static float Vec2MinF(Vector2 v) {
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return v.x < v.y ? v.x : v.y;
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}
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public static float Vec3MinF(Vector3 v) {
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var mxy = v.x < v.y ? v.x : v.y;
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return mxy < v.z ? mxy : v.z;
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}
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public static Vector2 Vec2Min(Vector2 a, float b) {
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if ( a.x > b ) {
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a.x = b;
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}
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if ( a.y > b ) {
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a.y = b;
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}
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return a;
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}
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public static Vector2 Vec2Min(Vector2 a, Vector2 b) {
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if ( a.x > b.x ) {
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a.x = b.x;
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}
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if ( a.y > b.y ) {
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a.y = b.y;
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}
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return a;
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}
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public static Vector3 Vec3Min(Vector3 a, float b) {
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if ( a.x > b ) {
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a.x = b;
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}
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if ( a.y > b ) {
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a.y = b;
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}
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if ( a.z > b ) {
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a.z = b;
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}
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return a;
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}
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public static Vector3 Vec3Min(Vector3 a, Vector3 b) {
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if ( a.x > b.x ) {
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a.x = b.x;
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}
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if ( a.y > b.y ) {
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a.y = b.y;
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}
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if ( a.z > b.z ) {
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a.z = b.z;
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}
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return a;
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}
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// -----------------------------
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// Max
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// -----------------------------
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public static float Vec2MaxF(Vector2 v) {
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return v.x > v.y ? v.x : v.y;
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}
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public static float Vec3MaxF(Vector3 v) {
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var mxy = v.x > v.y ? v.x : v.y;
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return mxy > v.z ? mxy : v.z;
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}
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public static Vector2 Vec2Max(Vector2 a, float b) {
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if ( a.x < b ) {
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a.x = b;
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}
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if ( a.y < b ) {
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a.y = b;
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}
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return a;
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}
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public static Vector2 Vec2Max(Vector2 a, Vector2 b) {
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if ( a.x < b.x ) {
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a.x = b.x;
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}
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if ( a.y < b.y ) {
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a.y = b.y;
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}
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return a;
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}
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public static Vector3 Vec3Max(Vector3 a, float b) {
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if ( a.x < b ) {
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a.x = b;
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}
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if ( a.y < b ) {
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a.y = b;
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}
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if ( a.z < b ) {
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a.z = b;
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}
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return a;
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}
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public static Vector3 Vec3Max(Vector3 a, Vector3 b) {
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if ( a.x < b.x ) {
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a.x = b.x;
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}
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if ( a.y < b.y ) {
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a.y = b.y;
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}
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if ( a.z < b.z ) {
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a.z = b.z;
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}
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return a;
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}
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// ---------------------------------------------------------------------
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//
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// Ceil/Floor/Round
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//
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// ---------------------------------------------------------------------
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// -----------------------------
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// Ceil
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// -----------------------------
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public static Vector2 Vec2Ceil(Vector2 v) {
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v.x = Mathf.Ceil(v.x);
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v.y = Mathf.Ceil(v.y);
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return v;
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}
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public static Vector3 Vec3Ceil(Vector3 v) {
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v.x = Mathf.Ceil(v.x);
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v.y = Mathf.Ceil(v.y);
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v.z = Mathf.Ceil(v.z);
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return v;
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}
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// -----------------------------
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// Floor
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// -----------------------------
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public static Vector2 Vec2Floor(Vector2 v) {
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v.x = Mathf.Floor(v.x);
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v.y = Mathf.Floor(v.y);
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return v;
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}
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public static Vector3 Vec3Floor(Vector3 v) {
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v.x = Mathf.Floor(v.x);
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v.y = Mathf.Floor(v.y);
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v.z = Mathf.Floor(v.z);
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return v;
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}
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// -----------------------------
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// Round
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// -----------------------------
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public static Vector2 Vec2Round(Vector2 v) {
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v.x = Mathf.Round(v.x);
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v.y = Mathf.Round(v.y);
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return v;
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}
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public static Vector3 Vec3Round(Vector3 v) {
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v.x = Mathf.Round(v.x);
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v.y = Mathf.Round(v.y);
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v.z = Mathf.Round(v.z);
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return v;
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}
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// ---------------------------------------------------------------------
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//
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// Vec2From/Vec3From
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//
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// ---------------------------------------------------------------------
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// -----------------------------
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// Vec2From
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// -----------------------------
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public static Vector2 Vec2From(float v) {
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return new Vector2(v, v);
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}
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public static Vector2 Vec2FromX(float x) {
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return new Vector2(x, 0.0f);
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}
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public static Vector2 Vec2FromY(float y) {
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return new Vector2(0.0f, y);
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}
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public static Vector2 Vec2FromXY(float x, float y) {
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return new Vector2(x, y);
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}
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public static Vector2 Vec2FromVec3(Vector3 v) {
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return new Vector2(v.x, v.y);
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}
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// -----------------------------
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// Vec3From
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// -----------------------------
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public static Vector3 Vec3From(float v) {
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return new Vector3(v, v, v);
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}
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public static Vector3 Vec3FromX(float x) {
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return new Vector3(x, 0.0f, 0.0f);
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}
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public static Vector3 Vec3FromY(float y) {
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return new Vector3(0.0f, y, 0.0f);
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}
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public static Vector3 Vec3FromZ(float z) {
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return new Vector3(0.0f, 0.0f, z);
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}
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public static Vector3 Vec3FromXY(float x, float y) {
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return new Vector3(x, y, 0.0f);
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}
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public static Vector3 Vec3FromYZ(float y, float z) {
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return new Vector3(0.0f, y, z);
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}
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public static Vector3 Vec3FromXZ(float x, float z) {
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return new Vector3(x, 0.0f, z);
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}
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public static Vector3 Vec3FromVec2(Vector2 v) {
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return new Vector3(v.x, v.y, 0.0f);
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}
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public static Vector3 Vec3FromVec2(Vector2 v, float z) {
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return new Vector3(v.x, v.y, z);
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}
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// ---------------------------------------------------------------------
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//
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// XChange
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//
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// ---------------------------------------------------------------------
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// -----------------------------
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// Vec2Change
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// -----------------------------
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public static Vector2 Vec2ChangeX(Vector2 v, float x) {
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v.x = x;
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return v;
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}
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public static Vector2 Vec2ChangeY(Vector2 v, float y) {
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v.y = y;
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return v;
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}
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public static Vector2 Vec2ChangeI(Vector2 v, int index, float n) {
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v[index] = n;
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return v;
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}
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// -----------------------------
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// Vec3Change
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// -----------------------------
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public static Vector3 Vec3ChangeX(Vector3 v, float x) {
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v.x = x;
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return v;
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}
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public static Vector3 Vec3ChangeY(Vector3 v, float y) {
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v.y = y;
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return v;
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}
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public static Vector3 Vec3ChangeZ(Vector3 v, float z) {
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v.z = z;
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return v;
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}
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public static Vector3 Vec3ChangeXY(Vector3 v, float x, float y) {
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v.x = x;
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v.y = y;
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return v;
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}
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public static Vector3 Vec3ChangeYZ(Vector3 v, float y, float z) {
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v.y = y;
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v.z = z;
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return v;
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}
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public static Vector3 Vec3ChangeXZ(Vector3 v, float x, float z) {
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v.x = x;
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v.z = z;
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return v;
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}
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public static Vector3 Vec3ChangeI(Vector3 v, int index, float n) {
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v[index] = n;
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return v;
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}
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// -----------------------------
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// ColorChange
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// -----------------------------
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public static Color ColorChangeA(Color c, float a) {
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c.a = a;
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return c;
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}
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public static Color ColorChangeR(Color c, float r) {
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c.r = r;
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return c;
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}
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public static Color ColorChangeG(Color c, float g) {
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c.g = g;
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return c;
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}
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public static Color ColorChangeB(Color c, float b) {
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c.b = b;
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return c;
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}
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// ---------------------------------------------------------------------
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//
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// Approximately
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//
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// ---------------------------------------------------------------------
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public static bool Vec2Approximately(Vector2 a, Vector2 b) {
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return a == b;
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}
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public static bool Vec3Approximately(Vector3 a, Vector3 b) {
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return a == b;
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}
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// ---------------------------------------------------------------------
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//
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// Beautifiers
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//
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// ---------------------------------------------------------------------
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public static float FloatBeautifier(float v) {
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return (float)System.Math.Round(v, FloatBeautifierDigits);
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}
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public static Vector2 VectorBeautifier(Vector2 v) {
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v.x = FloatBeautifier(v.x);
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v.y = FloatBeautifier(v.y);
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return v;
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}
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public static Vector3 VectorBeautifier(Vector3 v) {
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v.x = FloatBeautifier(v.x);
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v.y = FloatBeautifier(v.y);
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v.z = FloatBeautifier(v.z);
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return v;
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}
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// ---------------------------------------------------------------------
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//
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// Helpers
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//
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// ---------------------------------------------------------------------
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public static T GetOrCreateComponent<T>(GameObject obj) where T : Component {
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var comp = obj.GetComponent<T>();
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return comp != null
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? comp
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: obj.AddComponent<T>();
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}
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// ---------------------------------------------------------------------
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//
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// Debug draw
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//
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// ---------------------------------------------------------------------
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#if UNITY_EDITOR
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static void DrawIsoCubeTop(IsoWorld iso_world, Vector3 pos, Vector3 size) {
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if ( iso_world ) {
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var point0 = iso_world.IsoToScreen(pos);
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var point1 = iso_world.IsoToScreen(pos + IsoUtils.Vec3FromX (size.x));
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var point2 = iso_world.IsoToScreen(pos + IsoUtils.Vec3FromXY(size.x, size.y));
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var point3 = iso_world.IsoToScreen(pos + IsoUtils.Vec3FromY (size.y));
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Handles.DrawLine(point0, point1);
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Handles.DrawLine(point1, point2);
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Handles.DrawLine(point2, point3);
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Handles.DrawLine(point3, point0);
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}
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}
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static void DrawIsoCubeVert(IsoWorld iso_world, Vector3 pos, Vector3 size) {
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if ( iso_world ) {
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var point0 = iso_world.IsoToScreen(pos);
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var point1 = iso_world.IsoToScreen(pos + IsoUtils.Vec3FromZ(size.z));
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Handles.DrawLine(point0, point1);
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}
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}
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public static void DrawIsoCube(
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IsoWorld iso_world, Vector3 center, Vector3 size, Color color)
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{
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if ( iso_world ) {
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Handles.color = color;
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var pos = center - size * 0.5f;
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DrawIsoCubeTop (iso_world, pos, size);
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DrawIsoCubeTop (iso_world, pos + IsoUtils.Vec3FromZ (size.z), size);
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DrawIsoCubeVert(iso_world, pos, size);
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DrawIsoCubeVert(iso_world, pos + IsoUtils.Vec3FromX (size.x), size);
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DrawIsoCubeVert(iso_world, pos + IsoUtils.Vec3FromY (size.y), size);
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DrawIsoCubeVert(iso_world, pos + IsoUtils.Vec3FromXY(size.x, size.y), size);
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}
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}
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public static void DrawIsoSphere(
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IsoWorld iso_world, Vector3 pos, float radius, Color color)
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{
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if ( iso_world ) {
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Handles.color = color;
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Handles.RadiusHandle(
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Quaternion.Euler(45.0f, 45.0f, 0.0f),
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iso_world.IsoToScreen(pos),
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radius * iso_world.tileSize * 2.0f);
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}
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}
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public static void DrawIsoGrid(
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IsoWorld iso_world, Vector3 pos, Vector3 size, Color color)
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{
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if ( iso_world ) {
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Handles.color = color;
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var size_x = Mathf.RoundToInt(size.x);
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var size_y = Mathf.RoundToInt(size.y);
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for ( var i = 0; i <= size_x; ++i ) {
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Handles.DrawLine(
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iso_world.IsoToScreen(new Vector3(pos.x + i, pos.y + 0.0f , pos.z)),
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iso_world.IsoToScreen(new Vector3(pos.x + i, pos.y + size_y, pos.z)));
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}
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for ( var i = 0; i <= size_y; ++i ) {
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Handles.DrawLine(
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iso_world.IsoToScreen(new Vector3(pos.x + 0.0f , pos.y + i, pos.z)),
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iso_world.IsoToScreen(new Vector3(pos.x + size_x, pos.y + i, pos.z)));
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}
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}
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}
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public static void DrawRect(IsoRect rect, Color color) {
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Handles.color = color;
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var point0 = new Vector2(rect.x.min, rect.y.min);
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var point1 = new Vector2(rect.x.max, rect.y.min);
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var point2 = new Vector2(rect.x.max, rect.y.max);
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var point3 = new Vector2(rect.x.min, rect.y.max);
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Handles.DrawLine(point0, point1);
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Handles.DrawLine(point1, point2);
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Handles.DrawLine(point2, point3);
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Handles.DrawLine(point3, point0);
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}
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#endif
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}
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} |