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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Utility functions used in several places
//
//=============================================================================
using UnityEngine;using System;using System.Collections;using System.Collections.Generic;using System.IO;using System.Linq;
namespace Valve.VR.InteractionSystem{ //-------------------------------------------------------------------------
public static class Util { public const float FeetToMeters = 0.3048f; public const float FeetToCentimeters = 30.48f; public const float InchesToMeters = 0.0254f; public const float InchesToCentimeters = 2.54f; public const float MetersToFeet = 3.28084f; public const float MetersToInches = 39.3701f; public const float CentimetersToFeet = 0.0328084f; public const float CentimetersToInches = 0.393701f; public const float KilometersToMiles = 0.621371f; public const float MilesToKilometers = 1.60934f;
//-------------------------------------------------
// Remap num from range 1 to range 2
//-------------------------------------------------
public static float RemapNumber( float num, float low1, float high1, float low2, float high2 ) { return low2 + ( num - low1 ) * ( high2 - low2 ) / ( high1 - low1 ); }
//-------------------------------------------------
public static float RemapNumberClamped( float num, float low1, float high1, float low2, float high2 ) { return Mathf.Clamp( RemapNumber( num, low1, high1, low2, high2 ), Mathf.Min( low2, high2 ), Mathf.Max( low2, high2 ) ); }
//-------------------------------------------------
public static float Approach( float target, float value, float speed ) { float delta = target - value;
if ( delta > speed ) value += speed; else if ( delta < -speed ) value -= speed; else value = target;
return value; }
//-------------------------------------------------
public static Vector3 BezierInterpolate3( Vector3 p0, Vector3 c0, Vector3 p1, float t ) { Vector3 p0c0 = Vector3.Lerp( p0, c0, t ); Vector3 c0p1 = Vector3.Lerp( c0, p1, t );
return Vector3.Lerp( p0c0, c0p1, t ); }
//-------------------------------------------------
public static Vector3 BezierInterpolate4( Vector3 p0, Vector3 c0, Vector3 c1, Vector3 p1, float t ) { Vector3 p0c0 = Vector3.Lerp( p0, c0, t ); Vector3 c0c1 = Vector3.Lerp( c0, c1, t ); Vector3 c1p1 = Vector3.Lerp( c1, p1, t );
Vector3 x = Vector3.Lerp( p0c0, c0c1, t ); Vector3 y = Vector3.Lerp( c0c1, c1p1, t );
//Debug.DrawRay(p0, Vector3.forward);
//Debug.DrawRay(c0, Vector3.forward);
//Debug.DrawRay(c1, Vector3.forward);
//Debug.DrawRay(p1, Vector3.forward);
//Gizmos.DrawSphere(p0c0, 0.5F);
//Gizmos.DrawSphere(c0c1, 0.5F);
//Gizmos.DrawSphere(c1p1, 0.5F);
//Gizmos.DrawSphere(x, 0.5F);
//Gizmos.DrawSphere(y, 0.5F);
return Vector3.Lerp( x, y, t ); }
//-------------------------------------------------
public static Vector3 Vector3FromString( string szString ) { string[] szParseString = szString.Substring( 1, szString.Length - 1 ).Split( ',' );
float x = float.Parse( szParseString[0] ); float y = float.Parse( szParseString[1] ); float z = float.Parse( szParseString[2] );
Vector3 vReturn = new Vector3( x, y, z );
return vReturn; }
//-------------------------------------------------
public static Vector2 Vector2FromString( string szString ) { string[] szParseString = szString.Substring( 1, szString.Length - 1 ).Split( ',' );
float x = float.Parse( szParseString[0] ); float y = float.Parse( szParseString[1] );
Vector3 vReturn = new Vector2( x, y );
return vReturn; }
//-------------------------------------------------
public static float Normalize( float value, float min, float max ) { float normalizedValue = ( value - min ) / ( max - min );
return normalizedValue; }
//-------------------------------------------------
public static Vector3 Vector2AsVector3( Vector2 v ) { return new Vector3( v.x, 0.0f, v.y ); }
//-------------------------------------------------
public static Vector2 Vector3AsVector2( Vector3 v ) { return new Vector2( v.x, v.z ); }
//-------------------------------------------------
public static float AngleOf( Vector2 v ) { float fDist = v.magnitude;
if ( v.y >= 0.0f ) { return Mathf.Acos( v.x / fDist ); } else { return Mathf.Acos( -v.x / fDist ) + Mathf.PI; } }
//-------------------------------------------------
public static float YawOf( Vector3 v ) { float fDist = v.magnitude;
if ( v.z >= 0.0f ) { return Mathf.Acos( v.x / fDist ); } else { return Mathf.Acos( -v.x / fDist ) + Mathf.PI; } }
//-------------------------------------------------
public static void Swap<T>( ref T lhs, ref T rhs ) { T temp = lhs; lhs = rhs; rhs = temp; }
//-------------------------------------------------
public static void Shuffle<T>( T[] array ) { for ( int i = array.Length - 1; i > 0; i-- ) { int r = UnityEngine.Random.Range( 0, i ); Swap( ref array[i], ref array[r] ); } }
//-------------------------------------------------
public static void Shuffle<T>( List<T> list ) { for ( int i = list.Count - 1; i > 0; i-- ) { int r = UnityEngine.Random.Range( 0, i ); T temp = list[i]; list[i] = list[r]; list[r] = temp; } }
//-------------------------------------------------
public static int RandomWithLookback( int min, int max, List<int> history, int historyCount ) { int index = UnityEngine.Random.Range( min, max - history.Count );
for ( int i = 0; i < history.Count; i++ ) { if ( index >= history[i] ) { index++; } }
history.Add( index );
if ( history.Count > historyCount ) { history.RemoveRange( 0, history.Count - historyCount ); }
return index; }
//-------------------------------------------------
public static Transform FindChild( Transform parent, string name ) { if ( parent.name == name ) return parent;
foreach ( Transform child in parent ) { var found = FindChild( child, name ); if ( found != null ) return found; }
return null; }
//-------------------------------------------------
public static bool IsNullOrEmpty<T>( T[] array ) { if ( array == null ) return true;
if ( array.Length == 0 ) return true;
return false; }
//-------------------------------------------------
public static bool IsValidIndex<T>( T[] array, int i ) { if ( array == null ) return false;
return ( i >= 0 ) && ( i < array.Length ); }
//-------------------------------------------------
public static bool IsValidIndex<T>( List<T> list, int i ) { if ( list == null || list.Count == 0 ) return false;
return ( i >= 0 ) && ( i < list.Count ); }
//-------------------------------------------------
public static int FindOrAdd<T>( List<T> list, T item ) { int index = list.IndexOf( item );
if ( index == -1 ) { list.Add( item ); index = list.Count - 1; }
return index; }
//-------------------------------------------------
public static List<T> FindAndRemove<T>( List<T> list, System.Predicate<T> match ) { List<T> retVal = list.FindAll( match ); list.RemoveAll( match ); return retVal; }
//-------------------------------------------------
public static T FindOrAddComponent<T>( GameObject gameObject ) where T : Component { T component = gameObject.GetComponent<T>(); if ( component ) return component;
return gameObject.AddComponent<T>(); }
//-------------------------------------------------
public static void FastRemove<T>( List<T> list, int index ) { list[index] = list[list.Count - 1]; list.RemoveAt( list.Count - 1 ); }
//-------------------------------------------------
public static void ReplaceGameObject<T, U>( T replace, U replaceWith ) where T : MonoBehaviour where U : MonoBehaviour { replace.gameObject.SetActive( false ); replaceWith.gameObject.SetActive( true ); }
//-------------------------------------------------
public static void SwitchLayerRecursively( Transform transform, int fromLayer, int toLayer ) { if ( transform.gameObject.layer == fromLayer ) transform.gameObject.layer = toLayer;
int childCount = transform.childCount; for ( int i = 0; i < childCount; i++ ) { SwitchLayerRecursively( transform.GetChild( i ), fromLayer, toLayer ); } }
//-------------------------------------------------
public static void DrawCross( Vector3 origin, Color crossColor, float size ) { Vector3 line1Start = origin + ( Vector3.right * size ); Vector3 line1End = origin - ( Vector3.right * size );
Debug.DrawLine( line1Start, line1End, crossColor );
Vector3 line2Start = origin + ( Vector3.up * size ); Vector3 line2End = origin - ( Vector3.up * size );
Debug.DrawLine( line2Start, line2End, crossColor );
Vector3 line3Start = origin + ( Vector3.forward * size ); Vector3 line3End = origin - ( Vector3.forward * size );
Debug.DrawLine( line3Start, line3End, crossColor ); }
//-------------------------------------------------
public static void ResetTransform( Transform t, bool resetScale = true ) { t.localPosition = Vector3.zero; t.localRotation = Quaternion.identity; if ( resetScale ) { t.localScale = new Vector3( 1f, 1f, 1f ); } }
//-------------------------------------------------
public static Vector3 ClosestPointOnLine( Vector3 vA, Vector3 vB, Vector3 vPoint ) { var vVector1 = vPoint - vA; var vVector2 = ( vB - vA ).normalized;
var d = Vector3.Distance( vA, vB ); var t = Vector3.Dot( vVector2, vVector1 );
if ( t <= 0 ) return vA;
if ( t >= d ) return vB;
var vVector3 = vVector2 * t;
var vClosestPoint = vA + vVector3;
return vClosestPoint; }
//-------------------------------------------------
public static void AfterTimer( GameObject go, float _time, System.Action callback, bool trigger_if_destroyed_early = false ) { AfterTimer_Component afterTimer_component = go.AddComponent<AfterTimer_Component>(); afterTimer_component.Init( _time, callback, trigger_if_destroyed_early ); }
//-------------------------------------------------
public static void SendPhysicsMessage( Collider collider, string message, SendMessageOptions sendMessageOptions ) { Rigidbody rb = collider.attachedRigidbody; if ( rb && rb.gameObject != collider.gameObject ) { rb.SendMessage( message, sendMessageOptions ); }
collider.SendMessage( message, sendMessageOptions ); }
//-------------------------------------------------
public static void SendPhysicsMessage( Collider collider, string message, object arg, SendMessageOptions sendMessageOptions ) { Rigidbody rb = collider.attachedRigidbody; if ( rb && rb.gameObject != collider.gameObject ) { rb.SendMessage( message, arg, sendMessageOptions ); }
collider.SendMessage( message, arg, sendMessageOptions ); }
//-------------------------------------------------
public static void IgnoreCollisions( GameObject goA, GameObject goB ) { Collider[] goA_colliders = goA.GetComponentsInChildren<Collider>(); Collider[] goB_colliders = goB.GetComponentsInChildren<Collider>();
if ( goA_colliders.Length == 0 || goB_colliders.Length == 0 ) { return; }
foreach ( Collider cA in goA_colliders ) { foreach ( Collider cB in goB_colliders ) { if ( cA.enabled && cB.enabled ) { Physics.IgnoreCollision( cA, cB, true ); } } } }
//-------------------------------------------------
public static IEnumerator WrapCoroutine( IEnumerator coroutine, System.Action onCoroutineFinished ) { while ( coroutine.MoveNext() ) { yield return coroutine.Current; }
onCoroutineFinished(); }
//-------------------------------------------------
public static Color ColorWithAlpha( this Color color, float alpha ) { color.a = alpha; return color; }
//-------------------------------------------------
// Exits the application if running standalone, or stops playback if running in the editor.
//-------------------------------------------------
public static void Quit() {#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;#else
// NOTE: The recommended call for exiting a Unity app is UnityEngine.Application.Quit(), but as
// of 5.1.0f3 this was causing the application to crash. The following works without crashing:
System.Diagnostics.Process.GetCurrentProcess().Kill();#endif
}
//-------------------------------------------------
// Truncate floats to the specified # of decimal places when you want easier-to-read numbers without clamping to an int
//-------------------------------------------------
public static decimal FloatToDecimal( float value, int decimalPlaces = 2 ) { return Math.Round( (decimal)value, decimalPlaces ); }
//-------------------------------------------------
public static T Median<T>( this IEnumerable<T> source ) { if ( source == null ) { throw new ArgumentException( "Argument cannot be null.", "source" ); }
int count = source.Count(); if ( count == 0 ) { throw new InvalidOperationException( "Enumerable must contain at least one element." ); }
return source.OrderBy( x => x ).ElementAt( count / 2 ); }
//-------------------------------------------------
public static void ForEach<T>( this IEnumerable<T> source, Action<T> action ) { if ( source == null ) { throw new ArgumentException( "Argument cannot be null.", "source" ); }
foreach ( T value in source ) { action( value ); } }
//-------------------------------------------------
// In some cases Unity/C# don't correctly interpret the newline control character (\n).
// This function replaces every instance of "\\n" with the actual newline control character.
//-------------------------------------------------
public static string FixupNewlines( string text ) { bool newLinesRemaining = true;
while ( newLinesRemaining ) { int CIndex = text.IndexOf( "\\n" );
if ( CIndex == -1 ) { newLinesRemaining = false; } else { text = text.Remove( CIndex - 1, 3 ); text = text.Insert( CIndex - 1, "\n" ); } }
return text; }
//-------------------------------------------------
#if ( UNITY_5_4 )
public static float PathLength( NavMeshPath path )#else
public static float PathLength( UnityEngine.AI.NavMeshPath path )#endif
{ if ( path.corners.Length < 2 ) return 0;
Vector3 previousCorner = path.corners[0]; float lengthSoFar = 0.0f; int i = 1; while ( i < path.corners.Length ) { Vector3 currentCorner = path.corners[i]; lengthSoFar += Vector3.Distance( previousCorner, currentCorner ); previousCorner = currentCorner; i++; } return lengthSoFar; }
//-------------------------------------------------
public static bool HasCommandLineArgument( string argumentName ) { string[] args = System.Environment.GetCommandLineArgs(); for ( int i = 0; i < args.Length; i++ ) { if ( args[i].Equals( argumentName ) ) { return true; } }
return false; }
//-------------------------------------------------
public static int GetCommandLineArgValue( string argumentName, int nDefaultValue ) { string[] args = System.Environment.GetCommandLineArgs(); for ( int i = 0; i < args.Length; i++ ) { if ( args[i].Equals( argumentName ) ) { if ( i == ( args.Length - 1 ) ) // Last arg, return default
{ return nDefaultValue; }
return System.Int32.Parse( args[i + 1] ); } }
return nDefaultValue; }
//-------------------------------------------------
public static float GetCommandLineArgValue( string argumentName, float flDefaultValue ) { string[] args = System.Environment.GetCommandLineArgs(); for ( int i = 0; i < args.Length; i++ ) { if ( args[i].Equals( argumentName ) ) { if ( i == ( args.Length - 1 ) ) // Last arg, return default
{ return flDefaultValue; }
return (float)Double.Parse( args[i + 1] ); } }
return flDefaultValue; }
//-------------------------------------------------
public static void SetActive( GameObject gameObject, bool active ) { if ( gameObject != null ) { gameObject.SetActive( active ); } }
//-------------------------------------------------
// The version of Path.Combine() included with Unity can only combine two paths.
// This version mimics the modern .NET version, which allows for any number of
// paths to be combined.
//-------------------------------------------------
public static string CombinePaths( params string[] paths ) { if ( paths.Length == 0 ) { return ""; } else { string combinedPath = paths[0]; for ( int i = 1; i < paths.Length; i++ ) { combinedPath = Path.Combine( combinedPath, paths[i] ); }
return combinedPath; } } }
//-------------------------------------------------------------------------
//Component used by the static AfterTimer function
//-------------------------------------------------------------------------
[System.Serializable] public class AfterTimer_Component : MonoBehaviour { private System.Action callback; private float triggerTime; private bool timerActive = false; private bool triggerOnEarlyDestroy = false;
//-------------------------------------------------
public void Init( float _time, System.Action _callback, bool earlydestroy ) { triggerTime = _time; callback = _callback; triggerOnEarlyDestroy = earlydestroy; timerActive = true; StartCoroutine( Wait() ); }
//-------------------------------------------------
private IEnumerator Wait() { yield return new WaitForSeconds( triggerTime ); timerActive = false; callback.Invoke(); Destroy( this ); }
//-------------------------------------------------
void OnDestroy() { if ( timerActive ) { //If the component or its GameObject get destroyed before the timer is complete, clean up
StopCoroutine( Wait() ); timerActive = false;
if ( triggerOnEarlyDestroy ) { callback.Invoke(); } } } }}
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