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- using UnityEngine;
- using System.Collections;
- namespace RootMotion {
-
- /// <summary>
- /// Helper methods for dealing with 3-dimensional vectors.
- /// </summary>
- public static class V3Tools {
- /// <summary>
- /// Returns yaw angle (-180 - 180) of 'forward' vector.
- /// </summary>
- public static float GetYaw(Vector3 forward)
- {
- return Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg;
- }
- /// <summary>
- /// Returns pitch angle (-90 - 90) of 'forward' vector.
- /// </summary>
- public static float GetPitch(Vector3 forward)
- {
- forward = forward.normalized; // Asin range -1 - 1
- return -Mathf.Asin(forward.y) * Mathf.Rad2Deg;
- }
- /// <summary>
- /// Returns bank angle (-180 - 180) of 'forward' and 'up' vectors.
- /// </summary>
- public static float GetBank(Vector3 forward, Vector3 up)
- {
- Quaternion q = Quaternion.Inverse(Quaternion.LookRotation(Vector3.up, forward));
- up = q * up;
- return Mathf.Atan2(up.x, up.z) * Mathf.Rad2Deg;
- }
- /// <summary>
- /// Returns yaw angle (-180 - 180) of 'forward' vector relative to rotation space defined by spaceForward and spaceUp axes.
- /// </summary>
- public static float GetYaw(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward)
- {
- Quaternion space = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp));
- Vector3 dirLocal = space * forward;
- return Mathf.Atan2(dirLocal.x, dirLocal.z) * Mathf.Rad2Deg;
- }
- /// <summary>
- /// Returns pitch angle (-90 - 90) of 'forward' vector relative to rotation space defined by spaceForward and spaceUp axes.
- /// </summary>
- public static float GetPitch(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward)
- {
- Quaternion space = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp));
- Vector3 dirLocal = space * forward;
- return -Mathf.Asin(dirLocal.y) * Mathf.Rad2Deg;
- }
- /// <summary>
- /// Returns bank angle (-180 - 180) of 'forward' and 'up' vectors relative to rotation space defined by spaceForward and spaceUp axes.
- /// </summary>
- public static float GetBank(Vector3 spaceForward, Vector3 spaceUp, Vector3 forward, Vector3 up)
- {
- Quaternion space = Quaternion.Inverse(Quaternion.LookRotation(spaceForward, spaceUp));
- forward = space * forward;
- up = space * up;
- Quaternion q = Quaternion.Inverse(Quaternion.LookRotation(spaceUp, forward));
- up = q * up;
- return Mathf.Atan2(up.x, up.z) * Mathf.Rad2Deg;
- }
- /// <summary>
- /// Optimized Vector3.Lerp
- /// </summary>
- public static Vector3 Lerp(Vector3 fromVector, Vector3 toVector, float weight) {
- if (weight <= 0f) return fromVector;
- if (weight >= 1f) return toVector;
- return Vector3.Lerp(fromVector, toVector, weight);
- }
- /// <summary>
- /// Optimized Vector3.Slerp
- /// </summary>
- public static Vector3 Slerp(Vector3 fromVector, Vector3 toVector, float weight) {
- if (weight <= 0f) return fromVector;
- if (weight >= 1f) return toVector;
- return Vector3.Slerp(fromVector, toVector, weight);
- }
- /// <summary>
- /// Returns vector projection on axis multiplied by weight.
- /// </summary>
- public static Vector3 ExtractVertical(Vector3 v, Vector3 verticalAxis, float weight) {
- if (weight == 0f) return Vector3.zero;
- return Vector3.Project(v, verticalAxis) * weight;
- }
- /// <summary>
- /// Returns vector projected to a plane and multiplied by weight.
- /// </summary>
- public static Vector3 ExtractHorizontal(Vector3 v, Vector3 normal, float weight) {
- if (weight == 0f) return Vector3.zero;
-
- Vector3 tangent = v;
- Vector3.OrthoNormalize(ref normal, ref tangent);
- return Vector3.Project(v, tangent) * weight;
- }
- /// <summary>
- /// Clamps the direction to clampWeight from normalDirection, clampSmoothing is the number of sine smoothing iterations applied on the result.
- /// </summary>
- public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing)
- {
- if (clampWeight <= 0) return direction;
- if (clampWeight >= 1f) return normalDirection;
- // Getting the angle between direction and normalDirection
- float angle = Vector3.Angle(normalDirection, direction);
- float dot = 1f - (angle / 180f);
- if (dot > clampWeight) return direction;
-
- // Clamping the target
- float targetClampMlp = clampWeight > 0 ? Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f) : 1f;
- // Calculating the clamp multiplier
- float clampMlp = clampWeight > 0 ? Mathf.Clamp(dot / clampWeight, 0f, 1f) : 1f;
- // Sine smoothing iterations
- for (int i = 0; i < clampSmoothing; i++)
- {
- float sinF = clampMlp * Mathf.PI * 0.5f;
- clampMlp = Mathf.Sin(sinF);
- }
- // Slerping the direction (don't use Lerp here, it breaks it)
- return Vector3.Slerp(normalDirection, direction, clampMlp * targetClampMlp);
- }
- /// <summary>
- /// Clamps the direction to clampWeight from normalDirection, clampSmoothing is the number of sine smoothing iterations applied on the result.
- /// </summary>
- public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing, out bool changed) {
- changed = false;
- if (clampWeight <= 0) return direction;
- if (clampWeight >= 1f) {
- changed = true;
- return normalDirection;
- }
-
- // Getting the angle between direction and normalDirection
- float angle = Vector3.Angle(normalDirection, direction);
- float dot = 1f - (angle / 180f);
- if (dot > clampWeight) return direction;
- changed = true;
-
- // Clamping the target
- float targetClampMlp = clampWeight > 0? Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f): 1f;
-
- // Calculating the clamp multiplier
- float clampMlp = clampWeight > 0? Mathf.Clamp(dot / clampWeight, 0f, 1f): 1f;
-
- // Sine smoothing iterations
- for (int i = 0; i < clampSmoothing; i++) {
- float sinF = clampMlp * Mathf.PI * 0.5f;
- clampMlp = Mathf.Sin(sinF);
- }
-
- // Slerping the direction (don't use Lerp here, it breaks it)
- return Vector3.Slerp(normalDirection, direction, clampMlp * targetClampMlp);
- }
- /// <summary>
- /// Clamps the direction to clampWeight from normalDirection, clampSmoothing is the number of sine smoothing iterations applied on the result.
- /// </summary>
- public static Vector3 ClampDirection(Vector3 direction, Vector3 normalDirection, float clampWeight, int clampSmoothing, out float clampValue) {
- clampValue = 1f;
-
- if (clampWeight <= 0) return direction;
-
- if (clampWeight >= 1f) {
- return normalDirection;
- }
-
- // Getting the angle between direction and normalDirection
- float angle = Vector3.Angle(normalDirection, direction);
- float dot = 1f - (angle / 180f);
-
- if (dot > clampWeight) {
- clampValue = 0f;
- return direction;
- }
- // Clamping the target
- float targetClampMlp = clampWeight > 0? Mathf.Clamp(1f - ((clampWeight - dot) / (1f - dot)), 0f, 1f): 1f;
-
- // Calculating the clamp multiplier
- float clampMlp = clampWeight > 0? Mathf.Clamp(dot / clampWeight, 0f, 1f): 1f;
-
- // Sine smoothing iterations
- for (int i = 0; i < clampSmoothing; i++) {
- float sinF = clampMlp * Mathf.PI * 0.5f;
- clampMlp = Mathf.Sin(sinF);
- }
-
- // Slerping the direction (don't use Lerp here, it breaks it)
- float slerp = clampMlp * targetClampMlp;
- clampValue = 1f - slerp;
- return Vector3.Slerp(normalDirection, direction, slerp);
- }
- /// <summary>
- /// Get the intersection point of line and plane
- /// </summary>
- public static Vector3 LineToPlane(Vector3 origin, Vector3 direction, Vector3 planeNormal, Vector3 planePoint) {
- float dot = Vector3.Dot(planePoint - origin, planeNormal);
- float normalDot = Vector3.Dot(direction, planeNormal);
-
- if (normalDot == 0.0f) return Vector3.zero;
-
- float dist = dot / normalDot;
- return origin + direction.normalized * dist;
- }
- /// <summary>
- /// Projects a point to a plane.
- /// </summary>
- public static Vector3 PointToPlane(Vector3 point, Vector3 planePosition, Vector3 planeNormal) {
- if (planeNormal == Vector3.up) {
- return new Vector3(point.x, planePosition.y, point.z);
- }
- Vector3 tangent = point - planePosition;
- Vector3 normal = planeNormal;
- Vector3.OrthoNormalize(ref normal, ref tangent);
- return planePosition + Vector3.Project(point - planePosition, tangent);
- }
- /// <summary>
- /// Same as Transform.TransformPoint(), but not using scale.
- /// </summary>
- public static Vector3 TransformPointUnscaled(Transform t, Vector3 point)
- {
- return t.position + t.rotation * point;
- }
- /// <summary>
- /// Same as Transform.InverseTransformPoint(), but not using scale.
- /// </summary>
- public static Vector3 InverseTransformPointUnscaled(Transform t, Vector3 point)
- {
- return Quaternion.Inverse(t.rotation) * (point - t.position);
- }
- /// <summary>
- /// Same as Transform.InverseTransformPoint();
- /// </summary>
- public static Vector3 InverseTransformPoint(Vector3 tPos, Quaternion tRot, Vector3 tScale, Vector3 point)
- {
- return Div(Quaternion.Inverse(tRot) * (point - tPos), tScale);
- }
- /// <summary>
- /// Same as Transform.TransformPoint()
- /// </summary>
- public static Vector3 TransformPoint(Vector3 tPos, Quaternion tRot, Vector3 tScale, Vector3 point)
- {
- return tPos + Vector3.Scale(tRot * point, tScale);
- }
- /// <summary>
- /// Divides the values of v1 by the values of v2.
- /// </summary>
- public static Vector3 Div(Vector3 v1, Vector3 v2)
- {
- return new Vector3(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z);
- }
- }
- }
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