Firstborn/Library/PackageCache/com.unity.burst@1.8.4/Editor/BurstMath.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

94 lines
3.9 KiB
C#

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