using System; using UnityEngine; namespace VLB { public static class Utils { public static float ComputeConeRadiusEnd(float fallOffEnd, float spotAngle) { return fallOffEnd * Mathf.Tan(spotAngle * Mathf.Deg2Rad * 0.5f); } public static void Swap(ref T a, ref T b) { var temp = a; a = b; b = temp; } public static string GetPath(Transform current) { if (current.parent == null) return "/" + current.name; return GetPath(current.parent) + "/" + current.name; } public static T NewWithComponent(string name) where T : Component { return (new GameObject(name, typeof(T))).GetComponent(); } public static T GetOrAddComponent(this GameObject self) where T : Component { var component = self.GetComponent(); if (component == null) component = self.AddComponent(); return component; } public static T GetOrAddComponent(this MonoBehaviour self) where T : Component { return self.gameObject.GetOrAddComponent(); } /// /// true if the bit field or bit fields that are set in flags are also set in the current instance; otherwise, false. /// public static bool HasFlag(this Enum mask, Enum flags) // Same behavior than Enum.HasFlag is .NET 4 { #if DEBUG if (mask.GetType() != flags.GetType()) throw new System.ArgumentException(string.Format("The argument type, '{0}', is not the same as the enum type '{1}'.", flags.GetType(), mask.GetType())); #endif return ((int)(IConvertible)mask & (int)(IConvertible)flags) == (int)(IConvertible)flags; } public static Vector2 xy(this Vector3 aVector) { return new Vector2(aVector.x, aVector.y); } public static Vector2 xz(this Vector3 aVector) { return new Vector2(aVector.x, aVector.z); } public static Vector2 yz(this Vector3 aVector) { return new Vector2(aVector.y, aVector.z); } public static Vector2 yx(this Vector3 aVector) { return new Vector2(aVector.y, aVector.x); } public static Vector2 zx(this Vector3 aVector) { return new Vector2(aVector.z, aVector.x); } public static Vector2 zy(this Vector3 aVector) { return new Vector2(aVector.z, aVector.y); } public static bool Approximately(this Vector2 a, Vector2 b, float epsilon = 0.00001f) { return Vector2.SqrMagnitude(a - b) < epsilon; } public static bool Approximately(this Vector3 a, Vector3 b, float epsilon = 0.00001f) { return Vector3.SqrMagnitude(a - b) < epsilon; } public static bool Approximately(this Vector4 a, Vector4 b, float epsilon = 0.00001f) { return Vector4.SqrMagnitude(a - b) < epsilon; } public static Vector4 AsVector4(this Vector3 vec3, float w) { return new Vector4(vec3.x, vec3.y, vec3.z, w); } public static Vector4 PlaneEquation(Vector3 normalizedNormal, Vector3 pt) { return normalizedNormal.AsVector4(-Vector3.Dot(normalizedNormal, pt)); } public static float GetVolumeCubic(this Bounds self) { return self.size.x * self.size.y * self.size.z; } public static float GetMaxArea2D(this Bounds self) { return Mathf.Max(Mathf.Max(self.size.x * self.size.y, self.size.y * self.size.z), self.size.x * self.size.z); } public static Color Opaque(this Color self) { return new Color(self.r, self.g, self.b, 1f); } #if UNITY_EDITOR public static void GizmosDrawPlane(Vector3 normal, Vector3 position, Color color, Matrix4x4 mat, float size = 1f, float normalLength = 0.0f) { normal = normal.normalized; var prevMat = UnityEditor.Handles.matrix; var prevColor = UnityEditor.Handles.color; UnityEditor.Handles.matrix = mat; UnityEditor.Handles.color = color; UnityEditor.Handles.RectangleHandleCap(0, position, Quaternion.LookRotation(normal), size, EventType.Repaint); if (normalLength > 0.0f) { UnityEditor.Handles.DrawLine(position, position + normal * normalLength); UnityEditor.Handles.ConeHandleCap(0, position + normal * normalLength, Quaternion.LookRotation(normal), normalLength * 0.25f, EventType.Repaint); } UnityEditor.Handles.matrix = prevMat; UnityEditor.Handles.color = prevColor; } #endif // UNITY_EDITOR // Plane.Translate is not available in Unity 5 public static Plane TranslateCustom(this Plane plane, Vector3 translation) { plane.distance += Vector3.Dot(translation.normalized, plane.normal) * translation.magnitude; return plane; } // Plane.ClosestPointOnPlaneCustom is not available in Unity 5 public static Vector3 ClosestPointOnPlaneCustom(this Plane plane, Vector3 point) { return point - plane.GetDistanceToPoint(point) * plane.normal; } public static bool IsAlmostZero(float f) { return Mathf.Abs(f) < 0.001f; } public static bool IsValid(this Plane plane) { return plane.normal.sqrMagnitude > 0.5f; } public static void SetKeywordEnabled(this Material mat, string name, bool enabled) { if(enabled) mat.EnableKeyword(name); else mat.DisableKeyword(name); } public static void SetShaderKeywordEnabled(string name, bool enabled) { if (enabled) Shader.EnableKeyword(name); else Shader.DisableKeyword(name); } public static Matrix4x4 SampleInMatrix(this Gradient self, int floatPackingPrecision) { const int kSamplesCount = 16; var mat = new Matrix4x4(); for (int i = 0; i < kSamplesCount; ++i) { var color = self.Evaluate(Mathf.Clamp01((float)(i) / (kSamplesCount - 1))); mat[i] = color.PackToFloat(floatPackingPrecision); } return mat; } public static Color[] SampleInArray(this Gradient self, int samplesCount) { var array = new Color[samplesCount]; for (int i = 0; i < samplesCount; ++i) array[i] = self.Evaluate(Mathf.Clamp01((float)(i) / (samplesCount - 1))); return array; } static Vector4 Vector4_Floor(Vector4 vec) { return new Vector4(Mathf.Floor(vec.x), Mathf.Floor(vec.y), Mathf.Floor(vec.z), Mathf.Floor(vec.w)); } public static float PackToFloat(this Color color, int floatPackingPrecision) { Vector4 iVal = Vector4_Floor(color * (floatPackingPrecision - 1)); float output = 0; output += iVal.x * floatPackingPrecision * floatPackingPrecision * floatPackingPrecision; output += iVal.y * floatPackingPrecision * floatPackingPrecision; output += iVal.z * floatPackingPrecision; output += iVal.w; return output; } public enum FloatPackingPrecision { High = 64, Low = 8, Undef = 0 } static FloatPackingPrecision ms_FloatPackingPrecision = FloatPackingPrecision.Undef; // OpenGL ES 2.0 GPU (graphicsShaderLevel = 30) usually have low float precision (16 bits on fragments) // So we lower the float packing precision on them (8 seems fine on Adreno (TM) 220, NVIDIA Tegra 3 and on Mali-450 MP) // https://docs.unity3d.com/Manual/SL-DataTypesAndPrecision.html const int kFloatPackingHighMinShaderLevel = 35; public static FloatPackingPrecision GetFloatPackingPrecision() { if (ms_FloatPackingPrecision == FloatPackingPrecision.Undef) { ms_FloatPackingPrecision = SystemInfo.graphicsShaderLevel >= kFloatPackingHighMinShaderLevel ? FloatPackingPrecision.High : FloatPackingPrecision.Low; } return ms_FloatPackingPrecision; } public static void MarkCurrentSceneDirty() { #if UNITY_EDITOR if (!Application.isPlaying) { #if UNITY_5_3_OR_NEWER UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEngine.SceneManagement.SceneManager.GetActiveScene()); #else UnityEditor.EditorApplication.MarkSceneDirty(); #endif } #endif } public static void MarkObjectDirty(UnityEngine.Object obj) { #if UNITY_EDITOR if (!Application.isPlaying) { UnityEditor.EditorUtility.SetDirty(obj); } #endif } #if UNITY_EDITOR public static bool IsEditorCamera(Camera cam) { var sceneView = UnityEditor.SceneView.currentDrawingSceneView; if (sceneView) { return cam == sceneView.camera; } return false; } public static void SetSameSceneVisibilityStatesThan(this GameObject self, GameObject model) { // SceneVisibilityManager is a feature available from 2019.2, but fixed for transient objects only from 2019.3.14f1 // https://issuetracker.unity3d.com/issues/toggling-of-picking-and-visibility-flags-of-a-gameobject-is-ignored-when-gameobject-dot-hideflags-is-set-to-hideflags-dot-dontsave #if UNITY_2019_3_OR_NEWER bool pickingDisabled = UnityEditor.SceneVisibilityManager.instance.IsPickingDisabled(model); if (pickingDisabled) UnityEditor.SceneVisibilityManager.instance.DisablePicking(self, true); else UnityEditor.SceneVisibilityManager.instance.EnablePicking(self, true); bool hidden = UnityEditor.SceneVisibilityManager.instance.IsHidden(model); if (hidden) UnityEditor.SceneVisibilityManager.instance.Hide(self, true); else UnityEditor.SceneVisibilityManager.instance.Show(self, true); #endif } #endif } }