using UnityEngine; 
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using System; 
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public class MathUtility 
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{ 
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    public static Vector3 Rotate90_XZ_CW(Vector3 vector) 
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    { 
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        Vector3 _vec = new Vector3(vector.z, vector.y, -vector.x); 
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        return _vec; 
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    } 
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    public static Vector3 Rotate90_XZ_CCW(Vector3 vector) 
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    { 
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        Vector3 _vec = new Vector3(-vector.z, vector.y, vector.x); 
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        return _vec; 
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    } 
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    public static Vector3 Rotate180_XZ(Vector3 vector) 
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    { 
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        Vector3 _vec = new Vector3(-vector.x, vector.y, -vector.z); 
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        return _vec; 
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    } 
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    /// <summary> 
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    /// 返回手势方向 
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    /// </summary> 
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    /// <param name="_start"></param> 
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    /// <param name="_end"></param> 
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    /// <returns></returns> 
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    static public GestureType GetGestureDirection(Vector2 _start, Vector2 _end) 
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    { 
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        GestureType gesture; 
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        var direction = _end - _start; 
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        var x = direction.x; 
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        var y = direction.y; 
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        if (y < x && y > -x) 
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        { 
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            gesture = GestureType.Right; 
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        } 
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        else if (y > x && y < -x) 
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        { 
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            gesture = GestureType.Left; 
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        } 
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        else if (y > x && y > -x) 
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        { 
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            gesture = GestureType.Up; 
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        } 
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        else 
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        { 
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            gesture = GestureType.Down; 
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        } 
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        return gesture; 
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    } 
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    // public static float FreeFall(float _startY, float _time) 
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    // { 
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    //     float deltaY = 0.5f * Constants.GRAVITY_RATE * Mathf.Pow(_time, 2f); 
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    //     return _startY - deltaY; 
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    // } 
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    public static float CalculateRefrenceScale(Vector2 _designWH) 
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    { 
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        var width = _designWH.x; 
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        var height = _designWH.y; 
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        var refrenceHeight = 0f; 
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        if (Screen.height / (float)Screen.width > height / (float)width) 
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        { 
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            refrenceHeight = (float)width / Screen.width * Screen.height; 
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        } 
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        else 
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        { 
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            refrenceHeight = height; 
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        } 
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        var scale = refrenceHeight / height; 
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        return scale; 
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    } 
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    public static float CalDistance(Vector3 srcPos, Vector3 desPos) 
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    { 
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        return (srcPos.x - desPos.x) * (srcPos.x - desPos.x) + (srcPos.z - desPos.z) * (srcPos.z - desPos.z); 
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    } 
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    /// <summary> 
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    /// 返回Int数据中某一位是否为1 
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    /// </summary> 
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    /// <param name="value"></param> 
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    /// <param name="index">32位数据的从右向左的偏移位索引(0~31)</param> 
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    /// <returns>true表示该位为1,false表示该位为0</returns> 
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    public static bool GetBitValue(uint value, ushort index) 
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    { 
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        if (index > 31) 
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        { 
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            throw new ArgumentOutOfRangeException("index"); //索引出错 
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        } 
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        var val = 1 << index; 
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        return (value & val) == val; 
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    } 
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    /// <summary> 
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    /// 设定Int数据中某一位的值 
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    /// </summary> 
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    /// <param name="value">位设定前的值</param> 
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    /// <param name="index">32位数据的从右向左的偏移位索引(0~31)</param> 
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    /// <param name="bitValue">true设该位为1,false设为0</param> 
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    /// <returns>返回位设定后的值</returns> 
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    public static int SetBitValue(int value, ushort index, bool bitValue) 
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    { 
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        if (index > 31) 
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        { 
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            throw new ArgumentOutOfRangeException("index"); //索引出错 
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        } 
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        var val = 1 << index; 
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        return bitValue ? (value | val) : (value & ~val); 
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    } 
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    public static bool IsPointInsideRectangel(Vector3 point, Vector3 rectStart, Vector3 rectEnd) 
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    { 
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        return point.x > rectStart.x && point.x < rectEnd.x && point.z > rectStart.z && point.z < rectEnd.z; 
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    } 
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    /// <summary> 
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    /// 返回角度代表的四元素 
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    /// </summary> 
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    /// <param name="angle"></param> 
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    /// <returns></returns> 
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    public static Quaternion GetClientRotationFromAngle(int angle) 
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    { 
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        float _angle = Mathf.Clamp(1.40625f * angle, 0f, 359f); 
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        return Quaternion.Euler(0, _angle, 0); 
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    } 
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    public static float DistanceSqrtXZ(Vector3 p1, Vector3 p2) 
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    { 
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        p1.y = 0; 
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        p2.y = 0; 
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        return Vector3.SqrMagnitude(p2 - p1); 
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    } 
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    public static Vector3 ForwardXZ(Vector3 target, Vector3 self) 
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    { 
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        target.y = 0; 
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        self.y = 0; 
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        return (target - self).normalized; 
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    } 
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    public static bool IsSameDir(Vector3 vec1, Vector3 vec2) 
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    { 
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        vec1.y = 0; 
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        vec2.y = 0; 
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        return Vector3.Dot(vec1, vec2) > 0; 
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    } 
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    public static bool OppositeDir(Vector3 vec1, Vector3 vec2) 
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    { 
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        vec1.y = 0; 
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        vec2.y = 0; 
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        return Vector3.Dot(vec1, vec2) < 0; 
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    } 
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    public static int Power(int a, int e) 
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    { 
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        int value = 1; 
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        for (int i = 0; i < e; i++) 
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        { 
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            value *= a; 
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        } 
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        return value; 
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    } 
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    public static bool CheckAdult(string _IDNumber) 
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    { 
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        if (string.IsNullOrEmpty(_IDNumber)) 
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        { 
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            return false; 
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        } 
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        if (_IDNumber.Length == 15) 
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        { 
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            return true; 
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        } 
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        else if (_IDNumber.Length == 18) 
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        { 
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            var year = int.Parse(_IDNumber.Substring(6, 4)); 
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            var month = int.Parse(_IDNumber.Substring(10, 2)); 
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            var day = int.Parse(_IDNumber.Substring(12, 2)); 
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            var borth = new DateTime(year, month, day); 
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            return (DateTime.Now - borth).TotalDays >= (365 * 18 + 4); 
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        } 
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        else 
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        { 
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            return true; 
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        } 
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    } 
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    public static float GetFloatFromLitJson(LitJson.JsonData j) 
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    { 
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        if (j.IsDouble) 
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        { 
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            return (float)(double)j; 
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        } 
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        else if (j.IsInt) 
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        { 
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            return (float)(int)j; 
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        } 
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        return 0f; 
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    } 
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} 
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