9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
94 lines
3.9 KiB
C#
94 lines
3.9 KiB
C#
using UnityEngine;
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namespace Unity.Burst.Editor
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{
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internal static class BurstMath
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{
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private const float HitBoxAdjust = 2f;
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/// <summary>
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/// Rotates <see cref="point"/> around a pivot point according to angle given in degrees.
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/// </summary>
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/// <param name="angle">Angle in degrees.</param>
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/// <param name="point">Point to rotate.</param>
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/// <param name="pivotPoint">Pivot point to rotate around.</param>
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/// <returns>The rotated point.</returns>
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internal static Vector2 AnglePoint(float angle, Vector2 point, Vector2 pivotPoint)
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{
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// https://matthew-brett.github.io/teaching/rotation_2d.html
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// Problem Angle is calculates as angle clockwise, and here we use it as it was counterclockwise!
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var s = Mathf.Sin(angle);
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var c = Mathf.Cos(angle);
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point -= pivotPoint;
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return new Vector2(c * point.x - s * point.y, s * point.x + c * point.y) + pivotPoint;
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}
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/// <summary>
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/// Calculated angle in degrees between two points.
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/// </summary>
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/// <param name="start">Starting point.</param>
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/// <param name="end">End point.</param>
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/// <returns>Angle in degrees.</returns>
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internal static float CalculateAngle(Vector2 start, Vector2 end)
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{
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var distance = end - start;
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var angle = Mathf.Rad2Deg * Mathf.Atan(distance.y / distance.x);
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if (distance.x < 0)
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{
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angle += 180;
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}
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return angle;
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}
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/// <summary>
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/// Checks if <see cref="point"/> is within <see cref="rect"/> enlarged by <see cref="HitBoxAdjust"/>.
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/// </summary>
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/// <param name="rect">Give rect to enlarge and check with.</param>
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/// <param name="point">Given point to match in enlarged <see cref="rect"/>.</param>
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/// <returns>Whether <see cref="point"/> is within enlarged <see cref="rect"/>.</returns>
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internal static bool AdjustedContains(Rect rect, Vector2 point)
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{
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return rect.yMax + HitBoxAdjust >= point.y && rect.yMin - HitBoxAdjust <= point.y
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&& rect.xMax + HitBoxAdjust >= point.x && rect.xMin - HitBoxAdjust <= point.x;
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}
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/// <summary>
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/// Checks if <see cref="num"/> is within the closed interval defined by endPoint1 and endPoint2.
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/// </summary>
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/// <param name="endPoint1">One side of range.</param>
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/// <param name="endPoint2">Other side of range.</param>
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/// <param name="num">Number to check if it is in between <see cref="endPoint1"/> and <see cref="endPoint2"/>.</param>
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/// <returns>Whether <see cref="num"/> is within given range.</returns>
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internal static bool WithinRange(float endPoint1, float endPoint2, float num)
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{
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float start, end;
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if (endPoint1 < endPoint2)
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{
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start = endPoint1;
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end = endPoint2;
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}
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else
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{
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start = endPoint2;
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end = endPoint1;
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}
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return start <= num && num <= end;
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}
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/// <summary>
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/// Rounds down to nearest amount specified by <see cref="to"/>.
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/// </summary>
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/// <param name="number">Number to round down.</param>
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/// <param name="to">Specifies what amount to round down to.</param>
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/// <returns><see cref="number"/> rounded down to amount <see cref="to"/>.</returns>
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internal static float RoundDownToNearest(float number, float to)
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{
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//https://www.programmingnotes.org/7601/cs-how-to-round-a-number-to-the-nearest-x-using-cs/
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float inverse = 1 / to;
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float dividend = Mathf.Floor(number * inverse);
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return dividend / inverse;
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}
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}
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} |