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