提交 64d260d8 编写于 作者: 魔术师Dix's avatar 魔术师Dix

新增一个通用方法,整理初始化工程;

上级
fileFormatVersion: 2
guid: 14552e4df7642a44a8a0b709e67e450d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
/*
*Copyright(C) 2020 by Cyf All rights reserved.
*Unity版本:2021.3.11f1c2
*作者:程一峰
*创建日期: 2022-11-07
*模块说明:数学库:木蝴蝶
*版本: 1.0
*/
using Unity.Mathematics;
using UnityEngine;
namespace Oroxylum
{
/// <summary>
/// 通用数学库方法;
/// </summary>
public static class OMath
{
#region 直线与平面交点
/// <summary>
/// 计算直线与平面的交点
///
/// 通用的部分;
///
/// ——程一峰;2020.11.09
/// </summary>
/// <param name="point">直线上某一点</param>
/// <param name="direct">直线的方向</param>
/// <param name="planeNormal">垂直于平面的的向量</param>
/// <param name="planePoint">平面上的任意一点</param>
/// <returns></returns>
public static Vector3 GetIntersectWithLineAndPlane(Vector3 point, Vector3 direct, Vector3 planeNormal, Vector3 planePoint)
{
float d = Vector3.Dot(planePoint - point, planeNormal) / Vector3.Dot(direct.normalized, planeNormal);
//直线与平面的交点
Vector3 hitPoint = (d * direct.normalized) + point;
return hitPoint;
}
/// <summary>
/// 点到直线的距离;
/// </summary>
/// <param name="point">目标点</param>
/// <param name="linePoint1">直线上一点</param>
/// <param name="linePoint2">直线上另一点</param>
/// <returns></returns>
public static float GetDistancePointToLine(Vector3 point, Vector3 linePoint1, Vector3 linePoint2)
{
Vector3 vec1 = point - linePoint1;
Vector3 vec2 = linePoint2 - linePoint1;
Vector3 vecProj = Vector3.Project(vec1, vec2);
float dis = Mathf.Sqrt(Mathf.Pow(Vector3.Magnitude(vec1), 2) - Mathf.Pow(Vector3.Magnitude(vecProj), 2));
return dis;
}
/// <summary>
///
/// 计算射线与平面的交点
///
/// 通用的部分;
///
/// ——程一峰;2020.11.17
/// </summary>
/// <param name="ray">射线</param>
/// <param name="planeNormal">垂直于平面的的向量</param>
/// <param name="planePoint">平面上的任意一点</param>
/// <returns></returns>
public static Vector3 GetIntersectWithLineAndPlane(Ray ray, Vector3 planeNormal, Vector3 planePoint) { return GetIntersectWithLineAndPlane(ray.origin, ray.direction, planeNormal, planePoint); }
/// <summary>
///
/// 计算射线与水平平面的交点
///
/// 通用的部分;
///
/// ——程一峰;2020.11.17
/// </summary>
/// <param name="ray">射线</param>
/// <param name="height">高度</param>
/// <returns></returns>
public static Vector3 GetIntersectWithLineAndPlane(Ray ray, float height)
{
var point = GetIntersectWithLineAndPlane(ray.origin, ray.direction, Vector3.up, new Vector3(0, height, 0));
point.y = height;
return point;
}
#endregion
#region 值转换
/// <summary>
/// 将 float4x4 转换为 Matrix4x4;
/// </summary>
/// <param name="value">float4x4</param>
/// <returns>Matrix4x4</returns>
public static Matrix4x4 ToMatrix4X4(this float4x4 value) { return new Matrix4x4(value.c0, value.c1, value.c2, value.c3); }
/// <summary>
/// 将 Matrix4x4 转换为 float4x4
/// </summary>
/// <param name="value">Matrix4x4</param>
/// <returns>float4x4</returns>
public static float4x4 ToFloat4X4(this Matrix4x4 value) { return new float4x4(value[0], value[1], value[2], value[3]); }
public static Vector2 XZ(this Vector3 v) { return new Vector2(v.x, v.z); }
public static float2 XZ_float2(this Vector3 v) { return new float2(v.x, v.z); }
#endregion
#region 值处理
public static Vector2 Clamp(this Vector2 source, Vector2 min, Vector2 max)
{
source.x = math.clamp(source.x, min.x, max.x);
source.y = math.clamp(source.y, min.y, max.y);
return source;
}
/// <summary>
/// 距离的平方;
/// </summary>
public static float DistanceSq(Vector3 a, Vector3 b)
{
float xSq = (a.x - b.x) * (a.x - b.x);
float ySq = (a.y - b.y) * (a.y - b.y);
float zSq = (a.z - b.z) * (a.z - b.z);
return xSq + ySq + zSq;
}
/// <summary>
/// 距离的平方;
/// </summary>
public static float DistanceSq(Vector2 a, Vector2 b)
{
float xSq = (a.x - b.x) * (a.x - b.x);
float ySq = (a.y - b.y) * (a.y - b.y);
return xSq + ySq;
}
#endregion
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: babb0c1435e0a85448d364fe87398fc9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
{
"name": "Oroxylum.Core",
"rootNamespace": "Oroxylum",
"references": [
"Unity.Mathematics"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
\ No newline at end of file
fileFormatVersion: 2
guid: 8fd212d94d9ef9d4d9023b26047c4ff6
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
{
"name": "com.gygame.aoi",
"description": "AOI 管理工具",
"version": "1.0.2",
"unity": "2020.3",
"displayName": "GYGame.AOI",
"type": "library",
"documentationUrl": "https://m9hffu0znh.feishu.cn/wiki/wikcnh34zvUAPBhM6aR6MlTVPKh",
"dependencies": {
"com.unity.mathematics": "1.2.5"
},
"author": {
"name": "光宇游戏"
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: bc1c15888e7186a4898b5d48f9ea97e6
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册