Files
unity-iso-tools/Assets/IsoTools/Scripts/Internal/IsoUtils.cs
2016-12-07 18:41:45 +07:00

536 lines
12 KiB
C#

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