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- using UnityEngine;
-
- namespace Unity.Burst.Editor
- {
- internal static class BurstMath
- {
- private const float HitBoxAdjust = 2f;
-
- /// <summary>
- /// Rotates <see cref="point"/> around a pivot point according to angle given in degrees.
- /// </summary>
- /// <param name="angle">Angle in degrees.</param>
- /// <param name="point">Point to rotate.</param>
- /// <param name="pivotPoint">Pivot point to rotate around.</param>
- /// <returns>The rotated point.</returns>
- internal static Vector2 AnglePoint(float angle, Vector2 point, Vector2 pivotPoint)
- {
- // https://matthew-brett.github.io/teaching/rotation_2d.html
- // Problem Angle is calculates as angle clockwise, and here we use it as it was counterclockwise!
- var s = Mathf.Sin(angle);
- var c = Mathf.Cos(angle);
- point -= pivotPoint;
-
- return new Vector2(c * point.x - s * point.y, s * point.x + c * point.y) + pivotPoint;
- }
-
- /// <summary>
- /// Calculated angle in degrees between two points.
- /// </summary>
- /// <param name="start">Starting point.</param>
- /// <param name="end">End point.</param>
- /// <returns>Angle in degrees.</returns>
- internal static float CalculateAngle(Vector2 start, Vector2 end)
- {
- var distance = end - start;
- var angle = Mathf.Rad2Deg * Mathf.Atan(distance.y / distance.x);
- if (distance.x < 0)
- {
- angle += 180;
- }
-
- return angle;
- }
-
- /// <summary>
- /// Checks if <see cref="point"/> is within <see cref="rect"/> enlarged by <see cref="HitBoxAdjust"/>.
- /// </summary>
- /// <param name="rect">Give rect to enlarge and check with.</param>
- /// <param name="point">Given point to match in enlarged <see cref="rect"/>.</param>
- /// <returns>Whether <see cref="point"/> is within enlarged <see cref="rect"/>.</returns>
- internal static bool AdjustedContains(Rect rect, Vector2 point)
- {
- return rect.yMax + HitBoxAdjust >= point.y && rect.yMin - HitBoxAdjust <= point.y
- && rect.xMax + HitBoxAdjust >= point.x && rect.xMin - HitBoxAdjust <= point.x;
- }
-
- /// <summary>
- /// Checks if <see cref="num"/> is within the closed interval defined by endPoint1 and endPoint2.
- /// </summary>
- /// <param name="endPoint1">One side of range.</param>
- /// <param name="endPoint2">Other side of range.</param>
- /// <param name="num">Number to check if it is in between <see cref="endPoint1"/> and <see cref="endPoint2"/>.</param>
- /// <returns>Whether <see cref="num"/> is within given range.</returns>
- internal static bool WithinRange(float endPoint1, float endPoint2, float num)
- {
- float start, end;
- if (endPoint1 < endPoint2)
- {
- start = endPoint1;
- end = endPoint2;
- }
- else
- {
- start = endPoint2;
- end = endPoint1;
- }
- return start <= num && num <= end;
- }
-
- /// <summary>
- /// Rounds down to nearest amount specified by <see cref="to"/>.
- /// </summary>
- /// <param name="number">Number to round down.</param>
- /// <param name="to">Specifies what amount to round down to.</param>
- /// <returns><see cref="number"/> rounded down to amount <see cref="to"/>.</returns>
- internal static float RoundDownToNearest(float number, float to)
- {
- //https://www.programmingnotes.org/7601/cs-how-to-round-a-number-to-the-nearest-x-using-cs/
- float inverse = 1 / to;
- float dividend = Mathf.Floor(number * inverse);
- return dividend / inverse;
- }
- }
- }
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