132 lines
3.1 KiB
C#
132 lines
3.1 KiB
C#
using UnityEngine;
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using System.Collections;
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using System;
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namespace Dreamteck
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{
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public static class DMath
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{
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public static double Sin(double a)
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{
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return Math.Sin(a);
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}
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public static double Cos(double a)
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{
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return Math.Cos(a);
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}
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public static double Tan(double a)
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{
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return Math.Tan(a);
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}
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public static double Pow(double x, double y)
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{
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return Math.Pow(x, y);
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}
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public static double Log(double a, double newBase)
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{
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return Math.Log(a, newBase);
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}
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public static double Log10(double a)
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{
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return Math.Log10(a);
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}
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public static double Clamp01(double a)
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{
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if (a > 1.0) return 1.0;
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if (a < 0.0) return 0.0;
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return a;
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}
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public static double Clamp(double a, double min, double max)
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{
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if (a > max) return max;
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if (a < min) return min;
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return a;
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}
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public static double Lerp(double a, double b, double t)
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{
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t = Clamp01(t);
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return a + (b - a) * t;
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}
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public static double InverseLerp(double a, double b, double t)
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{
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if (a == b) return 0.0;
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return Clamp01((t-a)/(b-a));
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}
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public static void LerpVector3NonAlloc(Vector3 a, Vector3 b, double t, ref Vector3 target)
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{
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t = Clamp01(t);
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Vector3 delta = (b - a);
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target.x = (float)(a.x + delta.x * t);
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target.y = (float)(a.y + delta.y * t);
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target.z = (float)(a.z + delta.z * t);
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}
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public static Vector3 LerpVector3(Vector3 a, Vector3 b, double t)
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{
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Vector3 result = Vector3.zero;
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LerpVector3NonAlloc(a, b, t, ref result);
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return result;
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}
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public static double Round(double a)
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{
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return Math.Round(a);
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}
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public static int RoundInt(double a)
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{
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return (int)Math.Round(a);
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}
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public static double Ceil(double a)
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{
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return Math.Ceiling(a);
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}
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public static int CeilInt(double a)
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{
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return (int)Math.Ceiling(a);
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}
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public static double Floor(double a)
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{
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return Math.Floor(a);
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}
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public static int FloorInt(double a)
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{
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return (int)Math.Floor(a);
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}
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public static double Move(double current, double target, double amount)
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{
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if (target > current)
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{
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current += amount;
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if (current > target) return target;
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}
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else
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{
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current -= amount;
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if (current < target) return target;
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}
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return current;
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}
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public static double Abs(double a)
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{
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if (a < 0.0) return a * -1.0;
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return a;
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}
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}
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} |