* 유니티엔진에서 제공하는 Vector3 클래스 소스를 디컴파일해서 뽑아낸 후 새롭게 작성.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 | using UnityEngine; using System; /// <summary> /// 유니티엔진에 내장된 Vector3를 디컴파일해서 만든 커스텀벡터3. /// </summary> [Serializable] public struct CustomVector3 { public const float kEpsilon = 1E-05f; public float x; public float y; public float z; public CustomVector3(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } public CustomVector3(float x, float y) { this.x = x; this.y = y; this.z = 0f; } public static CustomVector3 Lerp(CustomVector3 a, CustomVector3 b, float t) { t = Mathf.Clamp01(t); return new CustomVector3(a.x + ((b.x - a.x) * t), a.y + ((b.y - a.y) * t), a.z + ((b.z - a.z) * t)); } public static CustomVector3 LerpUnclamped(CustomVector3 a, CustomVector3 b, float t) { return new CustomVector3(a.x + ((b.x - a.x) * t), a.y + ((b.y - a.y) * t), a.z + ((b.z - a.z) * t)); } public static CustomVector3 MoveTowards(CustomVector3 current, CustomVector3 target, float maxDistanceDelta) { CustomVector3 vector = target - current; float magnitude = vector.magnitude; if ((magnitude <= maxDistanceDelta) || (magnitude < float.Epsilon)) { return target; } return (current + ((CustomVector3)((vector / magnitude) * maxDistanceDelta))); } public void Set(float newX, float newY, float newZ) { this.x = newX; this.y = newY; this.z = newZ; } public static CustomVector3 Scale(CustomVector3 a, CustomVector3 b) { return new CustomVector3(a.x * b.x, a.y * b.y, a.z * b.z); } public void Scale(CustomVector3 scale) { this.x *= scale.x; this.y *= scale.y; this.z *= scale.z; } public static CustomVector3 Cross(CustomVector3 lhs, CustomVector3 rhs) { return new CustomVector3((lhs.y * rhs.z) - (lhs.z * rhs.y), (lhs.z * rhs.x) - (lhs.x * rhs.z), (lhs.x * rhs.y) - (lhs.y * rhs.x)); } public override int GetHashCode() { return ((this.x.GetHashCode() ^ (this.y.GetHashCode() << 2)) ^ (this.z.GetHashCode() >> 2)); } public override bool Equals(object other) { if (!(other is CustomVector3)) { return false; } CustomVector3 vector = (CustomVector3)other; return ((this.x.Equals(vector.x) && this.y.Equals(vector.y)) && this.z.Equals(vector.z)); } public static CustomVector3 Reflect(CustomVector3 inDirection, CustomVector3 inNormal) { return (((CustomVector3)((-2f * Dot(inNormal, inDirection)) * inNormal)) + inDirection); } public static CustomVector3 Normalize(CustomVector3 value) { float num = Magnitude(value); if (num > 1E-05f) { return (CustomVector3)(value / num); } return zero; } public void Normalize() { float num = Magnitude(this); if (num > 1E-05f) { this = (CustomVector3)(this / num); } else { this = zero; } } public CustomVector3 normalized { get { return Normalize(this); } } public static float Dot(CustomVector3 lhs, CustomVector3 rhs) { return (((lhs.x * rhs.x) + (lhs.y * rhs.y)) + (lhs.z * rhs.z)); } public static CustomVector3 Project(CustomVector3 vector, CustomVector3 onNormal) { float num = Dot(onNormal, onNormal); if (num < Mathf.Epsilon) { return zero; } return (CustomVector3)((onNormal * Dot(vector, onNormal)) / num); } public static CustomVector3 ProjectOnPlane(CustomVector3 vector, CustomVector3 planeNormal) { return (vector - Project(vector, planeNormal)); } public static float Angle(CustomVector3 from, CustomVector3 to) { return (Mathf.Acos(Mathf.Clamp(Dot(from.normalized, to.normalized), -1f, 1f)) * 57.29578f); } public static float SignedAngle(CustomVector3 from, CustomVector3 to, CustomVector3 axis) { CustomVector3 normalized = from.normalized; CustomVector3 rhs = to.normalized; float num = Mathf.Acos(Mathf.Clamp(Dot(normalized, rhs), -1f, 1f)) * 57.29578f; float num2 = Mathf.Sign(Dot(axis, Cross(normalized, rhs))); return (num * num2); } public static float Distance(CustomVector3 a, CustomVector3 b) { CustomVector3 vector = new CustomVector3(a.x - b.x, a.y - b.y, a.z - b.z); return Mathf.Sqrt(((vector.x * vector.x) + (vector.y * vector.y)) + (vector.z * vector.z)); } public static CustomVector3 ClampMagnitude(CustomVector3 vector, float maxLength) { if (vector.sqrMagnitude > (maxLength * maxLength)) { return (CustomVector3)(vector.normalized * maxLength); } return vector; } public static float Magnitude(CustomVector3 vector) { return Mathf.Sqrt(((vector.x * vector.x) + (vector.y * vector.y)) + (vector.z * vector.z)); } public float magnitude { get { return Mathf.Sqrt(((this.x * this.x) + (this.y * this.y)) + (this.z * this.z)); } } public static float SqrMagnitude(CustomVector3 vector) { return (((vector.x * vector.x) + (vector.y * vector.y)) + (vector.z * vector.z)); } public float sqrMagnitude { get { return (((this.x * this.x) + (this.y * this.y)) + (this.z * this.z)); } } public static CustomVector3 Min(CustomVector3 lhs, CustomVector3 rhs) { return new CustomVector3(Mathf.Min(lhs.x, rhs.x), Mathf.Min(lhs.y, rhs.y), Mathf.Min(lhs.z, rhs.z)); } public static CustomVector3 Max(CustomVector3 lhs, CustomVector3 rhs) { return new CustomVector3(Mathf.Max(lhs.x, rhs.x), Mathf.Max(lhs.y, rhs.y), Mathf.Max(lhs.z, rhs.z)); } public static CustomVector3 zero { get; private set; } public static CustomVector3 one { get; private set; } public static CustomVector3 forward { get; private set; } public static CustomVector3 back { get; private set; } public static CustomVector3 up { get; private set; } public static CustomVector3 down { get; private set; } public static CustomVector3 left { get; private set; } public static CustomVector3 right { get; private set; } public static CustomVector3 positiveInfinity { get; private set; } public static CustomVector3 negativeInfinity { get; private set; } public static CustomVector3 operator +(CustomVector3 a, CustomVector3 b) { return new CustomVector3(a.x + b.x, a.y + b.y, a.z + b.z); } public static CustomVector3 operator -(CustomVector3 a, CustomVector3 b) { return new CustomVector3(a.x - b.x, a.y - b.y, a.z - b.z); } public static CustomVector3 operator -(CustomVector3 a) { return new CustomVector3(-a.x, -a.y, -a.z); } public static CustomVector3 operator *(CustomVector3 a, float d) { return new CustomVector3(a.x * d, a.y * d, a.z * d); } public static CustomVector3 operator *(float d, CustomVector3 a) { return new CustomVector3(a.x * d, a.y * d, a.z * d); } public static CustomVector3 operator /(CustomVector3 a, float d) { return new CustomVector3(a.x / d, a.y / d, a.z / d); } public static bool operator ==(CustomVector3 lhs, CustomVector3 rhs) { return (SqrMagnitude(lhs - rhs) < 9.999999E-11f); } public static bool operator !=(CustomVector3 lhs, CustomVector3 rhs) { return !(lhs == rhs); } static CustomVector3() { zero = new CustomVector3(0f, 0f, 0f); one = new CustomVector3(1f, 1f, 1f); up = new CustomVector3(0f, 1f, 0f); down = new CustomVector3(0f, -1f, 0f); left = new CustomVector3(-1f, 0f, 0f); right = new CustomVector3(1f, 0f, 0f); forward = new CustomVector3(0f, 0f, 1f); back = new CustomVector3(0f, 0f, -1f); positiveInfinity = new CustomVector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity); negativeInfinity = new CustomVector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity); } } |
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