using UnityEngine;
using System;
public class MathUtility
{
public static Vector3 Rotate90_XZ_CW(Vector3 vector)
{
Vector3 _vec = new Vector3(vector.z, vector.y, -vector.x);
return _vec;
}
public static Vector3 Rotate90_XZ_CCW(Vector3 vector)
{
Vector3 _vec = new Vector3(-vector.z, vector.y, vector.x);
return _vec;
}
public static Vector3 Rotate180_XZ(Vector3 vector)
{
Vector3 _vec = new Vector3(-vector.x, vector.y, -vector.z);
return _vec;
}
///
/// 返回手势方向
///
///
///
///
static public GestureType GetGestureDirection(Vector2 _start, Vector2 _end)
{
GestureType gesture;
var direction = _end - _start;
var x = direction.x;
var y = direction.y;
if (y < x && y > -x)
{
gesture = GestureType.Right;
}
else if (y > x && y < -x)
{
gesture = GestureType.Left;
}
else if (y > x && y > -x)
{
gesture = GestureType.Up;
}
else
{
gesture = GestureType.Down;
}
return gesture;
}
// public static float FreeFall(float _startY, float _time)
// {
// float deltaY = 0.5f * Constants.GRAVITY_RATE * Mathf.Pow(_time, 2f);
// return _startY - deltaY;
// }
public static float CalculateRefrenceScale(Vector2 _designWH)
{
var width = _designWH.x;
var height = _designWH.y;
var refrenceHeight = 0f;
if (Screen.height / (float)Screen.width > height / (float)width)
{
refrenceHeight = (float)width / Screen.width * Screen.height;
}
else
{
refrenceHeight = height;
}
var scale = refrenceHeight / height;
return scale;
}
public static float CalDistance(Vector3 srcPos, Vector3 desPos)
{
return (srcPos.x - desPos.x) * (srcPos.x - desPos.x) + (srcPos.z - desPos.z) * (srcPos.z - desPos.z);
}
///
/// 返回Int数据中某一位是否为1
///
///
/// 32位数据的从右向左的偏移位索引(0~31)
/// true表示该位为1,false表示该位为0
public static bool GetBitValue(uint value, ushort index)
{
if (index > 31)
{
throw new ArgumentOutOfRangeException("index"); //索引出错
}
var val = 1 << index;
return (value & val) == val;
}
///
/// 设定Int数据中某一位的值
///
/// 位设定前的值
/// 32位数据的从右向左的偏移位索引(0~31)
/// true设该位为1,false设为0
/// 返回位设定后的值
public static int SetBitValue(int value, ushort index, bool bitValue)
{
if (index > 31)
{
throw new ArgumentOutOfRangeException("index"); //索引出错
}
var val = 1 << index;
return bitValue ? (value | val) : (value & ~val);
}
public static bool IsPointInsideRectangel(Vector3 point, Vector3 rectStart, Vector3 rectEnd)
{
return point.x > rectStart.x && point.x < rectEnd.x && point.z > rectStart.z && point.z < rectEnd.z;
}
///
/// 返回角度代表的四元素
///
///
///
public static Quaternion GetClientRotationFromAngle(int angle)
{
float _angle = Mathf.Clamp(1.40625f * angle, 0f, 359f);
return Quaternion.Euler(0, _angle, 0);
}
public static float DistanceSqrtXZ(Vector3 p1, Vector3 p2)
{
p1.y = 0;
p2.y = 0;
return Vector3.SqrMagnitude(p2 - p1);
}
public static Vector3 ForwardXZ(Vector3 target, Vector3 self)
{
target.y = 0;
self.y = 0;
return (target - self).normalized;
}
public static bool IsSameDir(Vector3 vec1, Vector3 vec2)
{
vec1.y = 0;
vec2.y = 0;
return Vector3.Dot(vec1, vec2) > 0;
}
public static bool OppositeDir(Vector3 vec1, Vector3 vec2)
{
vec1.y = 0;
vec2.y = 0;
return Vector3.Dot(vec1, vec2) < 0;
}
public static int Power(int a, int e)
{
int value = 1;
for (int i = 0; i < e; i++)
{
value *= a;
}
return value;
}
public static bool CheckAdult(string _IDNumber)
{
if (string.IsNullOrEmpty(_IDNumber))
{
return false;
}
if (_IDNumber.Length == 15)
{
return true;
}
else if (_IDNumber.Length == 18)
{
var year = int.Parse(_IDNumber.Substring(6, 4));
var month = int.Parse(_IDNumber.Substring(10, 2));
var day = int.Parse(_IDNumber.Substring(12, 2));
var borth = new DateTime(year, month, day);
return (DateTime.Now - borth).TotalDays >= (365 * 18 + 4);
}
else
{
return true;
}
}
public static float GetFloatFromLitJson(LitJson.JsonData j)
{
if (j.IsDouble)
{
return (float)(double)j;
}
else if (j.IsInt)
{
return (float)(int)j;
}
return 0f;
}
public static float GetQuatLength(Quaternion q)
{
return Mathf.Sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
}
public static Quaternion GetQuatConjugate(Quaternion q)
{
return new Quaternion(-q.x, -q.y, -q.z, q.w);
}
///
/// Logarithm of a unit quaternion. The result is not necessary a unit quaternion.
///
public static Quaternion GetQuatLog(Quaternion q)
{
Quaternion res = q;
res.w = 0;
if (Mathf.Abs(q.w) < 1.0f)
{
float theta = Mathf.Acos(q.w);
float sin_theta = Mathf.Sin(theta);
if (Mathf.Abs(sin_theta) > 0.0001)
{
float coef = theta / sin_theta;
res.x = q.x * coef;
res.y = q.y * coef;
res.z = q.z * coef;
}
}
return res;
}
public static Quaternion GetQuatExp(Quaternion q)
{
Quaternion res = q;
float fAngle = Mathf.Sqrt(q.x * q.x + q.y * q.y + q.z * q.z);
float fSin = Mathf.Sin(fAngle);
res.w = Mathf.Cos(fAngle);
if (Mathf.Abs(fSin) > 0.0001)
{
float coef = fSin / fAngle;
res.x = coef * q.x;
res.y = coef * q.y;
res.z = coef * q.z;
}
return res;
}
///
/// SQUAD Spherical Quadrangle interpolation [Shoe87]
///
public static Quaternion GetQuatSquad(float t, Quaternion q0, Quaternion q1, Quaternion a0, Quaternion a1)
{
float slerpT = 2.0f * t * (1.0f - t);
Quaternion slerpP = Slerp(q0, q1, t);
Quaternion slerpQ = Slerp(a0, a1, t);
return Slerp(slerpP, slerpQ, slerpT);
}
public static Quaternion GetSquadIntermediate(Quaternion q0, Quaternion q1, Quaternion q2)
{
Quaternion q1Inv = GetQuatConjugate(q1);
Quaternion p0 = GetQuatLog(q1Inv * q0);
Quaternion p2 = GetQuatLog(q1Inv * q2);
Quaternion sum = new Quaternion(-0.25f * (p0.x + p2.x), -0.25f * (p0.y + p2.y), -0.25f * (p0.z + p2.z), -0.25f * (p0.w + p2.w));
return q1 * GetQuatExp(sum);
}
///
/// Smooths the input parameter t.
/// If less than k1 ir greater than k2, it uses a sin.
/// Between k1 and k2 it uses linear interp.
///
public static float Ease(float t, float k1, float k2)
{
float f; float s;
f = k1 * 2 / Mathf.PI + k2 - k1 + (1.0f - k2) * 2 / Mathf.PI;
if (t < k1)
{
s = k1 * (2 / Mathf.PI) * (Mathf.Sin((t / k1) * Mathf.PI / 2 - Mathf.PI / 2) + 1);
}
else
if (t < k2)
{
s = (2 * k1 / Mathf.PI + t - k1);
}
else
{
s = 2 * k1 / Mathf.PI + k2 - k1 + ((1 - k2) * (2 / Mathf.PI)) * Mathf.Sin(((t - k2) / (1.0f - k2)) * Mathf.PI / 2);
}
return (s / f);
}
///
/// We need this because Quaternion.Slerp always uses the shortest arc.
///
public static Quaternion Slerp(Quaternion p, Quaternion q, float t)
{
Quaternion ret;
float fCos = Quaternion.Dot(p, q);
if ((1.0f + fCos) > 0.00001)
{
float fCoeff0, fCoeff1;
if ((1.0f - fCos) > 0.00001)
{
float omega = Mathf.Acos(fCos);
float invSin = 1.0f / Mathf.Sin(omega);
fCoeff0 = Mathf.Sin((1.0f - t) * omega) * invSin;
fCoeff1 = Mathf.Sin(t * omega) * invSin;
}
else
{
fCoeff0 = 1.0f - t;
fCoeff1 = t;
}
ret.x = fCoeff0 * p.x + fCoeff1 * q.x;
ret.y = fCoeff0 * p.y + fCoeff1 * q.y;
ret.z = fCoeff0 * p.z + fCoeff1 * q.z;
ret.w = fCoeff0 * p.w + fCoeff1 * q.w;
}
else
{
float fCoeff0 = Mathf.Sin((1.0f - t) * Mathf.PI * 0.5f);
float fCoeff1 = Mathf.Sin(t * Mathf.PI * 0.5f);
ret.x = fCoeff0 * p.x - fCoeff1 * p.y;
ret.y = fCoeff0 * p.y + fCoeff1 * p.x;
ret.z = fCoeff0 * p.z - fCoeff1 * p.w;
ret.w = p.z;
}
return ret;
}
#region 进制转换
private static char[] symbolsArray = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '+', '/' };
static string symbolStr = new string(symbolsArray, 0, 64);
///
/// 讲字符串由64进制转为10进制,前缀没用的可用字符-代替
///
///
///
public static int Convert64To10(string val)
{
val=val.Trim('-');
int result = 0;
long longResult = 0;
val = val.Trim();
if (string.IsNullOrEmpty(val)) {
return result;
}
if (val.Equals("0")) return 0;
for (int i = 0; i < val.Length; i++) {
if(!symbolStr.Contains(val[i].ToString())) {
//DesignDebug.LogError(string.Format("64进制格式错误{0}", val));
return 0;
}
else {
try {
int index = 0;
for (int j = 0; j < symbolsArray.Length; j++) {
if (symbolsArray[j] == val[val.Length - i - 1]) {
index = j;
}
}
longResult += (long)System.Math.Pow(64, i) * index;
if(longResult>int.MaxValue) {
Debug.LogError("超出Int最大值,尝试转换为long类型");
return 0;
}
result = (int)longResult;
}
catch {
Debug.LogError("运算溢出");
return 0;
}
}
}
return result;
}
static char[] outSymbol = new char[65];
///
/// 将10进制转为64进制的字符串
///
///
///
public static string Convert10To64(int val)
{
if (0 == val) return "0";
int index = 0;
long longPositive = Mathf.Abs(val);
for (index = 0; index <= 64; index++) {
if (longPositive == 0) break;
outSymbol[outSymbol.Length - index - 1] = symbolsArray[longPositive % 64];
longPositive /= 64;
}
return new string(outSymbol,outSymbol.Length-index,index);
}
#endregion
}