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using System;
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using UnityEngine;
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public static partial class SRMath
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{
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/// <summary>
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/// Lerp from one value to another, without clamping t to 0-1.
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/// </summary>
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/// <param name="from"></param>
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/// <param name="to"></param>
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/// <param name="t"></param>
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/// <returns></returns>
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public static float LerpUnclamped(float from, float to, float t)
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{
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return (1.0f - t)*from + t*to;
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}
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/// <summary>
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/// Lerp from one vector to another, without clamping t
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/// </summary>
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/// <param name="from"></param>
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/// <param name="to"></param>
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/// <param name="t"></param>
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/// <returns></returns>
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public static Vector3 LerpUnclamped(Vector3 from, Vector3 to, float t)
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{
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return new Vector3(
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LerpUnclamped(from.x, to.x, t),
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LerpUnclamped(from.y, to.y, t),
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LerpUnclamped(from.z, to.z, t)
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);
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}
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/// <summary>
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/// Value from 0.0f-1.0f, 0 when facing fully away and 1.0f when facing fully towards
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/// </summary>
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public static float FacingNormalized(Vector3 dir1, Vector3 dir2)
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{
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dir1.Normalize();
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dir2.Normalize();
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return Mathf.InverseLerp(-1, 1, Vector3.Dot(dir1, dir2));
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}
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/// <summary>
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/// Reduces a given angle to a value between 180 and -180.
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/// </summary>
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/// <param name="angle">The angle to reduce, in radians.</param>
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/// <returns>The new angle, in radians.</returns>
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/// https://github.com/mono/MonoGame/blob/develop/MonoGame.Framework/MathHelper.cs
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public static float WrapAngle(float angle)
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{
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if (angle <= -180f)
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{
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angle += 360f;
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}
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else
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{
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if (angle > 180f)
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{
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angle -= 360f;
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}
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}
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return angle;
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}
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/// <summary>
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/// Return the angle closest to 'to'
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/// </summary>
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/// <param name="to"></param>
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/// <param name="angle1"></param>
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/// <param name="angle2"></param>
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/// <returns></returns>
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public static float NearestAngle(float to, float angle1, float angle2)
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{
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if (Mathf.Abs(Mathf.DeltaAngle(to, angle1)) > Mathf.Abs(Mathf.DeltaAngle(to, angle2)))
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{
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return angle2;
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}
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return angle1;
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}
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/// <summary>
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/// Wrap value to 0-max (non-inclusive)
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/// </summary>
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/// <param name="max">Max value (non-inclusive)</param>
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/// <param name="value"></param>
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/// <returns>Value wrapped from 0-max</returns>
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public static int Wrap(int max, int value)
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{
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if (max < 0)
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{
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throw new ArgumentOutOfRangeException("max", "max must be greater than 0");
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}
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while (value < 0)
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{
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value += max;
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}
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while (value >= max)
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{
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value -= max;
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}
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return value;
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}
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/// <summary>
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/// Wrap value to 0-max (non-inclusive)
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/// </summary>
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/// <param name="max">Max value (non-inclusive)</param>
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/// <param name="value"></param>
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/// <returns>Value wrapped from 0-max</returns>
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public static float Wrap(float max, float value)
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{
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while (value < 0)
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{
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value += max;
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}
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while (value >= max)
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{
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value -= max;
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}
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return value;
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}
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public static float Average(float v1, float v2)
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{
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return (v1 + v2)*0.5f;
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}
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/// <summary>
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/// Return an angle in range -180, 180 based on direction vector
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/// </summary>
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/// <param name="direction"></param>
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/// <returns></returns>
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public static float Angle(Vector2 direction)
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{
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var angle = Vector3.Angle(Vector3.up, direction);
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if (Vector3.Cross(direction, Vector3.up).z > 0f)
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{
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angle *= -1;
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}
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return angle;
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}
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}
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