using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MathUtils
{
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) {
DebugEx.LogError("超出Int最大值,尝试转换为long类型");
return 0;
}
result = (int)longResult;
}
catch {
DebugEx.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
}