分散文件结构,添加了枚举类型的一个辅助类

This commit is contained in:
2023-09-20 11:04:11 +08:00
parent 8fec9bbc3a
commit a024cf600b
84 changed files with 3267 additions and 221 deletions

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@@ -0,0 +1,113 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace XericLibrary.Runtime.MacroLibrary
{
public static class Vector2Extend
{
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ı<C4B1><E0BCAD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="vec"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector3 ToVector3(this Vector2 vec)
=> new Vector3(vec.x, 0, vec.y);
[Obsolete("unfinished")]
public static Vector2 Projection(this Vector2 point, Vector3 start, Vector3 end)
{
Vector3 vec = end - start;
float xx = Mathf.Pow(vec.x, 2f);
float yy = Mathf.Pow(vec.y, 2f);
float denominator = xx + yy;
if(denominator == 0)
return point;
float xy = vec.x * vec.y;
//float moleculey = yy *
return new Vector2(xx, xy);
}
public static Vector2 Projection(this Vector2 point, Vector2 start, Vector2 end)
{
Vector2 ab = end - start;
Vector2 ap = point - start;
return start + ab * Vector2.Dot(ap, ab) / ab.sqrMagnitude;
}
/// <summary>
/// ʸ<><CAB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="vec"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 Orthogonalization(this Vector2 vec)
=> new Vector2(
(float)Math.Round(vec.x),
(float)Math.Round(vec.y)
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 Min(this Vector2 a, Vector2 b)
{
return new Vector2(Math.Min(a.x, b.x), Math.Min(a.y, b.y));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 Max(this Vector2 a, Vector2 b)
{
return new Vector2(Math.Max(a.x, b.x), Math.Max(a.y, b.y));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float MinElement(this Vector2 a)
{
return Math.Min(a.x, a.y);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float MaxElement(this Vector2 a)
{
return Math.Max(a.x, a.y);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 Abs(this Vector2 a)
{
return new Vector2(Math.Abs(a.x), Math.Abs(a.y));
}
/// <summary>
/// <20><>ȡʸ<C8A1><CAB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="vec"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 Sign(this Vector2 vec)
=> new Vector2(
Math.Sign(vec.x),
Math.Sign(vec.y)
);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float Cross(this Vector2 lhs, Vector2 rhs)
=> lhs.x * rhs.y - rhs.x * lhs.y;
/// <summary>
/// <20><>б<EFBFBD>߶<EFBFBD><DFB6><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>
/// </summary>
/// <param name="point"></param>
/// <param name=""></param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2 ObliqueAlign(this Vector2 point, Vector2 constPoint, out float exec)
{
float b1 = point.y - point.x, b2 = constPoint.y - constPoint.x;
float dt = b1 + (b2 - b1);
exec = dt * MacroMath.Sqrt22;
Vector2 ab = constPoint - point;
bool cool = ab.x * ab.y < 0;
return exec * (cool ? Vector2.one : new Vector2(-1, 1));
}
}
}