82 lines
3.8 KiB
C#
82 lines
3.8 KiB
C#
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using UnityEngine;
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public static class VectorExtensions
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{
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#region Magnitudes
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public static float SqrMagnitudeXY(this Vector3 vector) => vector.x * vector.x + vector.y * vector.y;
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public static float SqrMagnitudeXZ(this Vector3 vector) => vector.x * vector.x + vector.z * vector.z;
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public static float SqrMagnitudeYZ(this Vector3 vector) => vector.y * vector.y + vector.z * vector.z;
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public static float MagnitudeXY(this Vector3 vector) => Mathf.Sqrt(vector.x * vector.x + vector.y * vector.y);
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public static float MagnitudeXZ(this Vector3 vector) => Mathf.Sqrt(vector.x * vector.x + vector.z * vector.z);
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public static float MagnitudeYZ(this Vector3 vector) => Mathf.Sqrt(vector.y * vector.y + vector.z * vector.z);
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public static int CompareMagnitude(this Vector3 vector, Vector3 other) =>
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vector.magnitude.CompareTo(other.magnitude);
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public static int CompareMagnitudeXY(this Vector3 vector, Vector3 other) =>
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vector.MagnitudeXY().CompareTo(other.MagnitudeXY());
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public static int CompareMagnitudeXZ(this Vector3 vector, Vector3 other) =>
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vector.MagnitudeXZ().CompareTo(other.MagnitudeXZ());
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public static int CompareMagnitudeYZ(this Vector3 vector, Vector3 other) =>
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vector.MagnitudeYZ().CompareTo(other.MagnitudeYZ());
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#endregion
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#region Normalizing
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public static Vector3 NormalizeXY(this Vector3 vector) => new Vector2(vector.x, vector.y).normalized;
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public static Vector3 NormalizeXZ(this Vector3 vector) => new Vector2(vector.x, vector.z).normalized;
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public static Vector3 NormalizeYZ(this Vector3 vector) => new Vector2(vector.y, vector.z).normalized;
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#endregion
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#region Rotation
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public static Vector3 ApplyRotateXYZ(this ref Vector3 vector, float eulerX, float eulerY, float eulerZ)
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{
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vector = RotateXYZ(vector, eulerX, eulerY, eulerZ);
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return vector;
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}
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public static Vector3 ApplyRotateXY(this ref Vector3 vector, float eulerX, float eulerY) =>
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ApplyRotateXYZ(ref vector, eulerX, eulerY, 0);
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public static Vector3 ApplyRotateXZ(this ref Vector3 vector, float eulerX, float eulerZ) =>
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ApplyRotateXYZ(ref vector, eulerX, 0, eulerZ);
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public static Vector3 ApplyRotateYZ(this ref Vector3 vector, float eulerY, float eulerZ) =>
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ApplyRotateXYZ(ref vector, 0, eulerY, eulerZ);
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public static Vector3 ApplyRotateX(this ref Vector3 vector, float eulerX) =>
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ApplyRotateXYZ(ref vector, eulerX, 0, 0);
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public static Vector3 ApplyRotateY(this ref Vector3 vector, float eulerY) =>
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ApplyRotateXYZ(ref vector, 0, eulerY, 0);
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public static Vector3 ApplyRotateZ(this ref Vector3 vector, float eulerZ) =>
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ApplyRotateXYZ(ref vector, 0, 0, eulerZ);
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public static Vector3 RotateXYZ(this Vector3 vector, float eulerX, float eulerY, float eulerZ) =>
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Quaternion.Euler(eulerX, eulerY, eulerZ) * vector;
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public static Vector3 RotateXY(this Vector3 vector, float eulerX, float eulerY) =>
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RotateXYZ(vector, eulerX, eulerY, 0);
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public static Vector3 RotateXZ(this Vector3 vector, float eulerX, float eulerZ) =>
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RotateXYZ(vector, eulerX, 0, eulerZ);
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public static Vector3 RotateYZ(this Vector3 vector, float eulerY, float eulerZ) =>
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RotateXYZ(vector, 0, eulerY, eulerZ);
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public static Vector3 RotateX(this Vector3 vector, float eulerX) => RotateXYZ(vector, eulerX, 0, 0);
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public static Vector3 RotateY(this Vector3 vector, float eulerY) => RotateXYZ(vector, 0, eulerY, 0);
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public static Vector3 RotateZ(this Vector3 vector, float eulerZ) => RotateXYZ(vector, 0, 0, eulerZ);
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public static Vector3 RotateAround(this Vector3 vector, float angle, Vector3 axis) => Quaternion.AngleAxis(angle, axis) * vector;
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#endregion
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}
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