using System; using Unity.Collections; using System.Runtime.InteropServices; using Unity.Collections.LowLevel.Unsafe; namespace UnityEngine.U2D { public class SplineUtility { public static float SlopeAngle(Vector2 start, Vector2 end) { Vector2 dir = start - end; dir.Normalize(); Vector2 dvup = new Vector2(0, 1f); Vector2 dvrt = new Vector2(1f, 0); float dr = Vector2.Dot(dir, dvrt); float du = Vector2.Dot(dir, dvup); float cu = Mathf.Acos(du); float sn = dr >= 0 ? 1.0f : -1.0f; float an = cu * Mathf.Rad2Deg * sn; // Adjust angles when direction is parallel to Up Axis. an = (du != 1f) ? an : 0; an = (du != -1f) ? an : -180f; return an; } public static void CalculateTangents(Vector3 point, Vector3 prevPoint, Vector3 nextPoint, Vector3 forward, float scale, out Vector3 rightTangent, out Vector3 leftTangent) { Vector3 v1 = (prevPoint - point).normalized; Vector3 v2 = (nextPoint - point).normalized; Vector3 v3 = v1 + v2; Vector3 cross = forward; if (prevPoint != nextPoint) { bool colinear = Mathf.Abs(v1.x * v2.y - v1.y * v2.x + v1.x * v2.z - v1.z * v2.x + v1.y * v2.z - v1.z * v2.y) < 0.01f; if (colinear) { rightTangent = v2 * scale; leftTangent = v1 * scale; return; } cross = Vector3.Cross(v1, v2); } rightTangent = Vector3.Cross(cross, v3).normalized * scale; leftTangent = -rightTangent; } public static int NextIndex(int index, int pointCount) { return Mod(index + 1, pointCount); } public static int PreviousIndex(int index, int pointCount) { return Mod(index - 1, pointCount); } private static int Mod(int x, int m) { int r = x % m; return r < 0 ? r + m : r; } } // Copy utility. internal class SpriteShapeCopyUtility where T : struct { internal static void Copy(NativeSlice dst, T[] src, int length) { NativeSlice dstSet = new NativeSlice(dst, 0, length); dstSet.CopyFrom(src); } internal static void Copy(T[] dst, NativeSlice src, int length) { NativeSlice dstSet = new NativeSlice(src, 0, length); dstSet.CopyTo(dst); } } }