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 }