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 }