mirror of
https://github.com/oliverbooth/X10D
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63 lines
2.2 KiB
C#
63 lines
2.2 KiB
C#
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namespace X10D.Unity
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{
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#region Using Directives
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using UnityEngine;
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#endregion
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/// <summary>
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/// A set of extension methods for <see cref="Vector3"/>.
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/// </summary>
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public static class Vector3Extensions
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{
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/// <summary>
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/// Converts a vector normal to an Euler rotation.
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/// </summary>
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/// <param name="v">The vector normal.</param>
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/// <returns>Returns a <see cref="Vector3"/> representing the Euler rotation.</returns>
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public static Vector3 NormalToEulerAngles(this Vector3 v)
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{
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float x = v.x;
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v.x = v.z;
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v.z = x;
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v.z *= 2.0f * v.y;
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v.y = 0.0f;
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return v * 90.0f;
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}
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/// <summary>
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/// Rounds a vector to the nearest value.
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/// </summary>
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/// <param name="v">The vector to round.</param>
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/// <param name="nearest">The nearest value.</param>
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/// <returns>Returns a <see cref="Vector3"/> containing the rounded values.</returns>
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public static Vector3 Round(this Vector3 v, int nearest = 1) =>
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new Vector3(v.x.Round(nearest), v.y.Round(nearest), v.z.Round(nearest));
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/// <summary>
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/// Inverts the X component of a vector.
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/// </summary>
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/// <param name="v">The vector to evaluate.</param>
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/// <returns>Returns a <see cref="Vector3"/> whose values are (-X, Y, Z).</returns>
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public static Vector3 InvertX(this Vector3 v) =>
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new Vector3(-v.x, v.y, v.z);
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/// <summary>
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/// Inverts the Y component of a vector.
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/// </summary>
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/// <param name="v">The vector to evaluate.</param>
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/// <returns>Returns a <see cref="Vector3"/> whose values are (X, -Y, Z).</returns>
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public static Vector3 InvertY(this Vector3 v) =>
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new Vector3(v.x, -v.y, v.z);
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/// <summary>
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/// Inverts the Z component of a vector.
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/// </summary>
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/// <param name="v">The vector to evaluate.</param>
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/// <returns>Returns a <see cref="Vector3"/> whose values are (X, Y, -Z).</returns>
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public static Vector3 InvertZ(this Vector3 v) =>
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new Vector3(v.x, v.y, -v.z);
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}
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}
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