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- using System;
- using System.Collections.Generic;
- using System.Text.RegularExpressions;
- using UnityEngine;
- namespace kt.Utility
- {
- public static class MathUtility
- {
- public static float VolumeToDecibel(float volume)
- {
- return 20f * Mathf.Log10(Mathf.Clamp(volume, 0.0001f, 1f));
- }
- public static float DecibelToVolume(float db)
- {
- float num = Mathf.Pow(10f, Mathf.Clamp(db, -80f, 0f) / 20f);
- return (num > 0.0001f) ? num : 0f;
- }
- public static float MillisecondToSecond(int millisecond)
- {
- return (float)millisecond / 1000f;
- }
- public static int SecondToMillisecond(float second)
- {
- return Mathf.FloorToInt(second * 1000f);
- }
- public static int RoundToDigits(int num, int maxDigits)
- {
- int[] array = new int[]
- {
- 0,
- 9,
- 99,
- 999,
- 9999,
- 99999,
- 999999,
- 9999999,
- 99999999,
- 999999999
- };
- return Mathf.Clamp(num, 0, array[(array.Length >= maxDigits) ? 0 : maxDigits]);
- }
- public static bool Approximately(Vector2 objA, Vector2 objB)
- {
- return Mathf.Approximately(objA.x, objB.x) && Mathf.Approximately(objA.y, objB.y);
- }
- public static bool Approximately(Vector3 objA, Vector3 objB)
- {
- return Mathf.Approximately(objA.x, objB.x) && Mathf.Approximately(objA.y, objB.y) && Mathf.Approximately(objA.z, objB.z);
- }
- public static float Normalize(float val, float valmin, float valmax, float min = 0f, float max = 1f)
- {
- return (val - valmin) / (valmax - valmin) * (max - min) + min;
- }
- public static double Normalize(double val, double valmin, double valmax, double min = 0.0, double max = 1.0)
- {
- return (val - valmin) / (valmax - valmin) * (max - min) + min;
- }
- public static float Sin01(float a, float b, bool is_reverse = false, bool is_repeat = false)
- {
- return MathUtility.Sin01(a / b, is_reverse, is_repeat);
- }
- public static float Sin01(float t, bool is_reverse = false, bool is_repeat = false)
- {
- if (!is_repeat)
- {
- t = Mathf.Clamp01(t);
- }
- if (!is_reverse)
- {
- return Mathf.Abs(Mathf.Sin(t * 90f * 0.017453292f));
- }
- return 1f - Mathf.Abs(Mathf.Sin(t * 90f * 0.017453292f));
- }
- public static Vector3 Bezier(Vector3 p0, Vector3 p1, Vector3 c, float t)
- {
- Vector3 a = Vector3.Lerp(p0, c, t);
- Vector3 b = Vector3.Lerp(c, p1, t);
- return Vector3.Lerp(a, b, t);
- }
- public static Vector3 Hermite(Vector3 p0, Vector3 p1, Vector3 v0, Vector3 v1, float t)
- {
- Vector3 a = 2f * p0 + -2f * p1 + v0 + v1;
- Vector3 a2 = -3f * p0 + 3f * p1 + -2f * v0 - v1;
- float num = t * t;
- float d = num * t;
- return a * d + a2 * num + v0 * t + p0;
- }
- public static Vector3 Catmul(List<Vector3> point_list, float t)
- {
- if (point_list.Count == 0)
- {
- return Vector3.zero;
- }
- if (point_list.Count == 1)
- {
- return point_list[0];
- }
- float num = (float)(point_list.Count - 1) * t;
- int num2 = Mathf.FloorToInt(num);
- float t2 = num - (float)num2;
- if (num2 >= point_list.Count - 1)
- {
- num2 = point_list.Count - 2;
- t2 = 1f;
- }
- Vector3 p = point_list[num2];
- Vector3 p2 = point_list[num2 + 1];
- Vector3 v = Vector3.zero;
- if (num2 > 0)
- {
- v = 0.5f * (point_list[num2 + 1] - point_list[num2 - 1]);
- }
- else
- {
- v = point_list[num2 + 1] - point_list[num2];
- }
- Vector3 v2 = Vector3.zero;
- if (num2 < point_list.Count - 2)
- {
- v2 = 0.5f * (point_list[num2 + 2] - point_list[num2]);
- }
- else
- {
- v2 = point_list[num2 + 1] - point_list[num2];
- }
- return MathUtility.Hermite(p, p2, v, v2, t2);
- }
- public static Vector3 Vec3Parse(string str, char split_ch = ',')
- {
- str = Regex.Replace(str, "[()]", string.Empty);
- str = Regex.Replace(str, "[ \u3000]", string.Empty);
- string[] array = str.Split(new char[]
- {
- split_ch
- });
- Vector3 zero = Vector3.zero;
- zero.x = float.Parse(array[0]);
- zero.y = float.Parse(array[1]);
- zero.z = float.Parse(array[2]);
- return zero;
- }
- public static float AngleClamp360(float angle)
- {
- if (Mathf.Abs(angle) >= 360f)
- {
- if (angle > 0f)
- {
- angle -= (float)(Mathf.FloorToInt(angle / 360f) * 360);
- }
- else
- {
- angle += (float)(Mathf.FloorToInt(angle / 360f) * 360);
- }
- }
- else if (angle < 0f)
- {
- angle += 360f;
- }
- return angle;
- }
- public static Vector3 AngleClamp360(Vector3 angle)
- {
- angle.x = MathUtility.AngleClamp360(angle.x);
- angle.y = MathUtility.AngleClamp360(angle.y);
- angle.z = MathUtility.AngleClamp360(angle.z);
- return angle;
- }
- public static float AngleClamp180(float angle)
- {
- if (Mathf.Abs(angle) > 180f)
- {
- if (angle > 0f)
- {
- angle -= (float)(Mathf.FloorToInt(angle / 180f) * 360);
- }
- else
- {
- angle += (float)(Mathf.FloorToInt(angle / 180f) * 360);
- }
- }
- return angle;
- }
- public static Vector3 AngleClamp180(Vector3 angle)
- {
- angle.x = MathUtility.AngleClamp180(angle.x);
- angle.y = MathUtility.AngleClamp180(angle.y);
- angle.z = MathUtility.AngleClamp180(angle.z);
- return angle;
- }
- public static float GetValue(this Vector3 vector, MathUtility.VectorType type)
- {
- return vector[(int)type];
- }
- public static Vector3 GetPrimitiveVector(MathUtility.VectorType type)
- {
- if (type == MathUtility.VectorType.X)
- {
- return Vector3.right;
- }
- if (type != MathUtility.VectorType.Y)
- {
- return Vector3.forward;
- }
- return Vector3.up;
- }
- public static int RatioToPercentage(float ratio, bool is_clamp = false)
- {
- int num = Mathf.FloorToInt(ratio * 100f);
- if (is_clamp)
- {
- num = Mathf.Clamp(num, 0, 100);
- }
- return num;
- }
- public static float PercentageToRatio(int percentage, bool is_clamp = false)
- {
- float num = (float)percentage / 100f;
- if (is_clamp)
- {
- num = Mathf.Clamp01(num);
- }
- return num;
- }
- public static float FloorDecimal(float value, int decimal_point)
- {
- float num = 1f;
- for (int i = 0; i < decimal_point; i++)
- {
- num *= 10f;
- }
- return Mathf.Floor(value * num) / num;
- }
- public static Vector3 FloorVec3Decimal(Vector3 value, int decimal_point)
- {
- value.x = MathUtility.FloorDecimal(value.x, decimal_point);
- value.y = MathUtility.FloorDecimal(value.y, decimal_point);
- value.z = MathUtility.FloorDecimal(value.z, decimal_point);
- return value;
- }
- public static bool IsVector3NaN(Vector3 vector)
- {
- return float.IsNaN(vector.x) || float.IsNaN(vector.y) || float.IsNaN(vector.z);
- }
- public enum VectorType
- {
- X,
- Y,
- Z
- }
- }
- }
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