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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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