基础内容
必要插件安装 缓动曲线和动画基础 ElementFolder,Track与其次级模块,PathNode重构
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67
Assets/Plugins/Dreamteck/Utilities/LinearAlgebraUtility.cs
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67
Assets/Plugins/Dreamteck/Utilities/LinearAlgebraUtility.cs
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using UnityEngine;
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using System.Collections;
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using System.IO;
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namespace Dreamteck
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{
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public static class LinearAlgebraUtility
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{
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public enum Axis
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{
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X = 0,
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Y = 1,
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Z = 2
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}
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public static Vector3 ProjectOnLine(Vector3 fromPoint, Vector3 toPoint, Vector3 project)
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{
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Vector3 projectedPoint = Vector3.Project((project - fromPoint), (toPoint - fromPoint)) + fromPoint;
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Vector3 dir = toPoint - fromPoint;
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Vector3 projectedDir = projectedPoint - fromPoint;
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float dot = Vector3.Dot(projectedDir, dir);
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if(dot > 0f)
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{
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if(projectedDir.sqrMagnitude <= dir.sqrMagnitude) return projectedPoint;
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else return toPoint;
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} else return fromPoint;
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}
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public static float InverseLerp(Vector3 a, Vector3 b, Vector3 value)
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{
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Vector3 ab = b - a;
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Vector3 av = value - a;
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return Vector3.Dot(av, ab) / Vector3.Dot(ab, ab);
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}
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public static float DistanceOnSphere(Vector3 from, Vector3 to, float radius)
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{
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float distance = 0;
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if (from == to)
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{
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distance = 0;
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}
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else if (from == -to)
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{
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distance = Mathf.PI * radius;
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}
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else
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{
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distance = Mathf.Sqrt(2) * radius * Mathf.Sqrt(1.0f - Vector3.Dot(from, to));
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}
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return distance;
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}
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public static Vector3 FlattenVector(Vector3 input, Axis axis, float flatValue = 0f)
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{
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switch (axis)
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{
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case Axis.X: input.x = flatValue; break;
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case Axis.Y: input.y = flatValue; break;
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case Axis.Z: input.z = flatValue; break;
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}
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return input;
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}
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}
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}
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