mirror of
https://github.com/BlackMATov/unity-iso-tools.git
synced 2025-12-15 01:12:05 +07:00
601 lines
15 KiB
C#
601 lines
15 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 Vector3 vec2OneX { get { return new Vector2(1.0f, 0.0f); } }
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public static Vector3 vec2OneY { get { return new Vector2(0.0f, 1.0f); } }
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public static Vector3 vec2OneXY { get { return new Vector2(1.0f, 1.0f); } }
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public static Vector3 vec3OneX { get { return new Vector3(1.0f, 0.0f, 0.0f); } }
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public static Vector3 vec3OneY { get { return new Vector3(0.0f, 1.0f, 0.0f); } }
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public static Vector3 vec3OneZ { get { return new Vector3(0.0f, 0.0f, 1.0f); } }
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public static Vector3 vec3OneXY { get { return new Vector3(1.0f, 1.0f, 0.0f); } }
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public static Vector3 vec3OneYZ { get { return new Vector3(0.0f, 1.0f, 1.0f); } }
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public static Vector3 vec3OneXZ { get { return new Vector3(1.0f, 0.0f, 1.0f); } }
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// ---------------------------------------------------------------------
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//
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// MinMax
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//
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// ---------------------------------------------------------------------
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public struct MinMax {
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public float min;
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public float max;
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public MinMax(float min, float max) {
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this.min = min;
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this.max = max;
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}
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public float size {
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get { return max - min; }
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}
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public float center {
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get { return min / 2.0f + max / 2.0f; }
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}
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public bool Approximately(MinMax minmax) {
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return
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Mathf.Approximately(min, minmax.min) &&
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Mathf.Approximately(max, minmax.max);
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}
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static public MinMax zero {
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get { return new MinMax(); }
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}
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}
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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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return new Vector2(
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Mathf.Abs(v.x),
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Mathf.Abs(v.y));
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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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// -----------------------------
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// Min
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// -----------------------------
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public static float Vec2MinF(Vector2 v) {
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return Mathf.Min(v.x, v.y);
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}
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public static float Vec3MinF(Vector3 v) {
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return Mathf.Min(Mathf.Min(v.x, v.y), v.z);
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}
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public static Vector2 Vec2Min(Vector2 a, float b) {
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return new Vector2(
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Mathf.Min(a.x, b),
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Mathf.Min(a.y, b));
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}
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public static Vector2 Vec2Min(Vector2 a, Vector2 b) {
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return new Vector2(
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Mathf.Min(a.x, b.x),
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Mathf.Min(a.y, b.y));
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}
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public static Vector3 Vec3Min(Vector3 a, float b) {
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return new Vector3(
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Mathf.Min(a.x, b),
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Mathf.Min(a.y, b),
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Mathf.Min(a.z, 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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// -----------------------------
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// Max
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// -----------------------------
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public static float Vec2MaxF(Vector2 v) {
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return Mathf.Max(v.x, v.y);
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}
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public static float Vec3MaxF(Vector3 v) {
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return Mathf.Max(Mathf.Max(v.x, v.y), v.z);
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}
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public static Vector2 Vec2Max(Vector2 a, float b) {
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return new Vector2(
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Mathf.Max(a.x, b),
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Mathf.Max(a.y, b));
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}
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public static Vector2 Vec2Max(Vector2 a, Vector2 b) {
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return new Vector2(
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Mathf.Max(a.x, b.x),
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Mathf.Max(a.y, b.y));
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}
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public static Vector3 Vec3Max(Vector3 a, float b) {
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return new Vector3(
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Mathf.Max(a.x, b),
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Mathf.Max(a.y, b),
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Mathf.Max(a.z, b));
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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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//
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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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return new Vector2(
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Mathf.Ceil(v.x),
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Mathf.Ceil(v.y));
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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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// -----------------------------
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// Floor
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// -----------------------------
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public static Vector2 Vec2Floor(Vector2 v) {
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return new Vector2(
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Mathf.Floor(v.x),
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Mathf.Floor(v.y));
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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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// -----------------------------
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// Round
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// -----------------------------
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public static Vector2 Vec2Round(Vector2 v) {
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return new Vector2(
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Mathf.Round(v.x),
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Mathf.Round(v.y));
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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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// ---------------------------------------------------------------------
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//
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// Div/DivCeil/DivFloor/DivRound
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//
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// ---------------------------------------------------------------------
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// -----------------------------
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// Div
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// -----------------------------
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public static Vector2 Vec2Div(Vector2 a, float b) {
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return new Vector2(
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a.x / b,
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a.y / b);
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}
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public static Vector2 Vec2Div(Vector2 a, Vector2 b) {
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return new Vector2(
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a.x / b.x,
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a.y / b.y);
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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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// -----------------------------
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// DivCeil
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// -----------------------------
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public static Vector2 Vec2DivCeil(Vector2 a, float b) {
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return Vec2Ceil(Vec2Div(a, b));
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}
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public static Vector2 Vec2DivCeil(Vector2 a, Vector2 b) {
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return Vec2Ceil(Vec2Div(a, b));
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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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// -----------------------------
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// DivFloor
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// -----------------------------
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public static Vector2 Vec2DivFloor(Vector2 a, float b) {
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return Vec2Floor(Vec2Div(a, b));
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}
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public static Vector2 Vec2DivFloor(Vector2 a, Vector2 b) {
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return Vec2Floor(Vec2Div(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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// -----------------------------
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// DivRound
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// -----------------------------
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public static Vector2 Vec2DivRound(Vector2 a, float b) {
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return Vec2Round(Vec2Div(a, b));
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}
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public static Vector2 Vec2DivRound(Vector2 a, Vector2 b) {
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return Vec2Round(Vec2Div(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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// ---------------------------------------------------------------------
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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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return new Vector2(x, v.y);
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}
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public static Vector2 Vec2ChangeY(Vector2 v, float y) {
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return new Vector2(v.x, y);
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}
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public static Vector2 Vec2ChangeI(Vector2 v, int index, float n) {
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var c = v;
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c[index] = n;
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return c;
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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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return new Vector3(x, v.y, v.z);
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}
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public static Vector3 Vec3ChangeY(Vector3 v, float y) {
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return new Vector3(v.x, y, v.z);
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}
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public static Vector3 Vec3ChangeZ(Vector3 v, float z) {
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return new Vector3(v.x, v.y, z);
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}
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public static Vector3 Vec3ChangeXY(Vector3 v, float x, float y) {
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return new Vector3(x, y, v.z);
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}
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public static Vector3 Vec3ChangeYZ(Vector3 v, float y, float z) {
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return new Vector3(v.x, y, z);
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}
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public static Vector3 Vec3ChangeXZ(Vector3 v, float x, float z) {
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return new Vector3(x, v.y, z);
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}
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public static Vector3 Vec3ChangeI(Vector3 v, int index, float n) {
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var c = v;
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c[index] = n;
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return c;
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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 color, float a) {
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var c = color;
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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 color, float r) {
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var c = color;
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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 color, float g) {
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var c = color;
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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 color, float b) {
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var c = color;
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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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// 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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public static IsoCollider IsoConvertCollider(Collider collider) {
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var fake_collider = collider ? collider.GetComponent<IsoFakeCollider>() : null;
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return fake_collider ? fake_collider.isoCollider : null;
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}
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public static IsoRigidbody IsoConvertRigidbody(Rigidbody rigidbody) {
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var fake_rigidbody = rigidbody ? rigidbody.GetComponent<IsoFakeRigidbody>() : null;
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return fake_rigidbody ? fake_rigidbody.isoRigidbody : null;
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}
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public static GameObject IsoConvertGameObject(GameObject game_object) {
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var fake_object = game_object ? game_object.GetComponent<IsoFakeObject>() : null;
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var iso_object = fake_object ? fake_object.isoObject : null;
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return iso_object ? iso_object.gameObject : null;
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}
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public static IsoContactPoint[] IsoConvertContactPoints(ContactPoint[] points) {
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var iso_points = new IsoContactPoint[points.Length];
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for ( int i = 0, e = points.Length; i < e; ++i ) {
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iso_points[i] = new IsoContactPoint(points[i]);
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}
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return iso_points;
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}
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public static IsoRaycastHit[] IsoConvertRaycastHits(RaycastHit[] hits) {
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var iso_hits = new IsoRaycastHit[hits.Length];
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for ( int i = 0, e = hits.Length; i < e; ++i ) {
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iso_hits[i] = new IsoRaycastHit(hits[i]);
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}
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return iso_hits;
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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 DrawTop(IsoWorld iso_world, Vector3 pos, Vector3 size) {
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if ( iso_world ) {
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var points = new Vector3[]{
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iso_world.IsoToScreen(pos),
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iso_world.IsoToScreen(pos + IsoUtils.Vec3FromX(size.x)),
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iso_world.IsoToScreen(pos + IsoUtils.Vec3FromXY(size.x, size.y)),
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iso_world.IsoToScreen(pos + IsoUtils.Vec3FromY(size.y)),
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iso_world.IsoToScreen(pos)
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};
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Handles.DrawLine(points[0], points[1]);
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Handles.DrawLine(points[1], points[2]);
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Handles.DrawLine(points[2], points[3]);
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Handles.DrawLine(points[3], points[0]);
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}
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}
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static void DrawVert(IsoWorld iso_world, Vector3 pos, Vector3 size) {
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if ( iso_world ) {
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Handles.DrawLine(
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iso_world.IsoToScreen(pos),
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iso_world.IsoToScreen(pos + IsoUtils.Vec3FromZ(size.z)));
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}
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}
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public static void DrawCube(IsoWorld iso_world, Vector3 center, Vector3 size, Color color) {
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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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DrawTop (iso_world, pos, size);
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DrawTop (iso_world, pos + IsoUtils.Vec3FromZ(size.z), size);
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DrawVert(iso_world, pos, size);
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DrawVert(iso_world, pos + IsoUtils.Vec3FromX(size.x), size);
|
|
DrawVert(iso_world, pos + IsoUtils.Vec3FromY(size.y), size);
|
|
DrawVert(iso_world, pos + IsoUtils.Vec3FromXY(size.x, size.y), size);
|
|
}
|
|
}
|
|
|
|
public static void DrawSphere(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 DrawGrid(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)));
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
} // namespace IsoTools.Internal |