-
Notifications
You must be signed in to change notification settings - Fork 3
/
Utils.js
649 lines (543 loc) · 15.3 KB
/
Utils.js
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
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
#pragma strict
import System.IO;
//----------------------------------------
// General utiliy functions
//----------------------------------------
static function Assert( condition : boolean ) : boolean
{
if( !condition )
Debug.LogError("Assert failed");
return condition;
}
static function Assert( condition : boolean, msg:String ) : boolean
{
if( !condition )
Debug.LogError("ASSERT FAILED: "+msg);
return condition;
}
static function DoAnalytics() : boolean
{
#if UNITY_EDITOR
return false;
#else
if( Debug.isDebugBuild )
return false;
else
return true;
#endif
}
static function RandomColor() : Color
{
return Color( Random.value, Random.value, Random.value, 1.0 );
}
static function DebugDrawPlane( n:Vector3, p:Vector3, c:Color )
{
DebugDrawPlane( n, p, c, 0.0 );
}
static function DebugDrawPlane( n:Vector3, p:Vector3, c:Color, duration:float )
{
// draw normal
Debug.DrawLine( p, p+n/4.0, c, duration, false );
// draw tangent
var xcopy = n.x;
n.x = n.y;
n.y = -xcopy;
var a = p+n;
var b = p-n;
Debug.DrawLine( a, b, c, duration, false );
}
static function DebugDrawCircle( c:Vector3, r:float, color:Color, nsegs:int )
{
var radsPerSeg = 2.0*Mathf.PI / nsegs;
for( var i = 0; i < nsegs; i++ )
{
var p1 = Vector3( c.x + Mathf.Cos(radsPerSeg*i)*r, c.y + Mathf.Sin(radsPerSeg*i)*r, c.z );
var j = i+1;
var p2 = Vector3( c.x + Mathf.Cos(radsPerSeg*j)*r, c.y + Mathf.Sin(radsPerSeg*j)*r, c.z );
Debug.DrawLine( p1, p2, color, 0.0, false );
}
}
//----------------------------------------
// TODO - there's probably a builtin function I should use instead..?
//----------------------------------------
static function CopyArray( src : Array, target : Array )
{
target.length = src.length;
for( var i = 0; i < src.length; i++ )
target[i] = src[i];
}
static function Duplicate( a:Vector2[] ) : Vector2[]
{ var d = new Vector2[a.length]; for( var i = 0; i < a.length; i++ ) d[i] = a[i]; return d; }
static function Duplicate( a:int[] ) : int[]
{ var d = new int[a.length]; for( var i = 0; i < a.length; i++ ) d[i] = a[i]; return d; }
static function Duplicate( a:float[] ) : float[]
{ var d = new float[a.length]; for( var i = 0; i < a.length; i++ ) d[i] = a[i]; return d; }
static function Concatenate( a:Vector2[], b:Vector2[] ) : Vector2[]
{
var c = new Vector2[ a.length + b.length ];
for( var i = 0; i < a.length; i++ )
c[i] = a[i];
for( var j = 0; j < b.length; j++ )
c[ a.length+j ] = b[j];
return c;
}
static function Concatenate( a:int[], b:int[] ) : int[]
{
var c = new int[ a.length + b.length ];
for( var i = 0; i < a.length; i++ )
c[i] = a[i];
for( var j = 0; j < b.length; j++ )
c[ a.length+j ] = b[j];
return c;
}
static function ToVector3( v:Vector2 ) : Vector3
{
return ToVector3( v, 0.0 );
}
static function ToVector2( v:Vector3 ) : Vector2
{
return Vector2( v.x, v.y );
}
static function ToVector3( v:Vector2, z:float ) : Vector3
{
return Vector3( v.x, v.y, z );
}
static function To3Array( v:Vector3 ) : float[]
{
return [v.x, v.y, v.z];
}
static function To2Array( v:Vector3 ) : float[]
{
return [v.x, v.y];
}
static function SetTexture( obj : GameObject, tex : Texture2D )
{
obj.GetComponent.<Renderer>().material.mainTexture = tex;
}
static function SetParticleMatOpacity( mat : Material, frac : float )
{
// works for particle shaders only..
var c = mat.GetColor("_TintColor");
c.a = frac / 2.0; // for whatever reason, the tint color makes the rendering fully opaque when alpha = 0.5..
mat.SetColor("_TintColor", c);
}
static function SetRenderFlagRecursively( obj : GameObject, value:boolean ) : void
{
var renderer = obj.GetComponent(Renderer);
if( renderer != null )
renderer.enabled = value;
for( var child:Transform in obj.transform ) {
SetRenderFlagRecursively( child.gameObject, value );
}
}
static function HideAll( obj : GameObject ) { SetRenderFlagRecursively( obj, false ); }
static function ShowAll( obj : GameObject ) { SetRenderFlagRecursively( obj, true ); }
static function DestroyObjs( objs : Array )
{
for( var obj:GameObject in objs )
{
Destroy( obj );
}
}
static function DestroyObjsViaComponent( comps : Array )
{
for( var comp:Component in comps )
{
Destroy( comp.gameObject );
}
}
// Non-inclusive for the right side
static function IsBetween( x:float, a:float, b:float ) : boolean
{
return (x >= a) && (x < b);
}
static function Nearest( pts : Array, p:Vector2 ) : int
{
var minDist = Mathf.Infinity;
var minId = -1;
for( var i = 0; i < pts.length; i++ )
{
var dist = Vector2.Distance( pts[i], p );
if( dist < minDist )
{
minDist = dist;
minId = i;
}
}
return minId;
}
//----------------------------------------
// Returns the SDF of the contact relative to the given box
// IMPORTANT: 'normal' is assumed to be pointing outward from the box
//----------------------------------------
static function ContactBoxSDF( point : Vector3, normal : Vector3, box : BoxCollider ) : float
{
// put everything in local space
var localNorm = box.transform.InverseTransformDirection( normal );
var localPos = box.transform.InverseTransformPoint( point );
// compute SDF, using localScale, since that stretches the box
// note that the normal is unaffected by scale (using xformDirection)
var scaledPos = Vector3.Scale( localPos, box.transform.localScale );
var scaledRadii = Vector3.Scale( box.size/2.0, box.transform.localScale );
// We compute the SDF by considering 2 planes with normal localNorm, one containing the given point and the other
// at the box's max-corner. We then simply compare their absolute distances, since we know the box contains the origin.
var cornerPlaneToOrigin = Mathf.Abs( Vector3.Dot( localNorm, scaledRadii ) );
var pointPlaneToOrigin = Mathf.Abs( Vector3.Dot( localNorm, scaledPos ) );
var sdf = pointPlaneToOrigin - cornerPlaneToOrigin;
return sdf;
}
static function GetBoxLesserLength( box : BoxCollider ) : float
{
var scaledsize = Vector3.Scale( box.transform.localScale, box.size );
var minL = Mathf.Min( scaledsize.x, scaledsize.y );
return minL;
}
static function GetTransformedBounds( box : BoxCollider ) : Bounds
{
var b = Bounds( box.center, box.size );
b.min = box.transform.TransformPoint( b.min );
b.max = box.transform.TransformPoint( b.max );
return b;
}
class Square2D
{
var center : Vector2;
var radius : float;
function DebugDraw( clr:Color, z:float ) : void
{
var a = Vector3( center.x-radius, center.y-radius, z );
var b = Vector3( center.x+radius, center.y-radius, z );
var c = Vector3( center.x+radius, center.y+radius, z );
var d = Vector3( center.x-radius, center.y+radius, z );
Debug.DrawLine( a, b, clr, 0, false );
Debug.DrawLine( b, c, clr, 0, false );
Debug.DrawLine( c, d, clr, 0, false );
Debug.DrawLine( d, a, clr, 0, false );
}
}
//----------------------------------------
// Given two squares defined by center c* and radius r*,
// assume square 2 is the larger one. This basically just shifts square 1
// around so it's within the larger one.
//----------------------------------------
static function ShiftSquare( a:Square2D, b:Square2D )
{
var leftOut = (b.center.x-b.radius) - (a.center.x-a.radius);
var rightOut = (a.center.x+a.radius) - (b.center.x+b.radius);
if( leftOut > 0.0 )
a.center.x += leftOut;
else if( rightOut > 0.0 )
a.center.x -= rightOut;
var botOut = (b.center.y-b.radius) - (a.center.y-a.radius);
var topOut = (a.center.y+a.radius) - (b.center.y+b.radius);
if( botOut > 0.0 )
a.center.y += botOut;
else if( topOut > 0.0 )
a.center.y -= topOut;
}
class Mathd
{
static function Abs( x:double )
{
return ( x > 0.0 ? x : -x );
}
}
static function FindFirst( v:boolean[] ) : int
{
for( var i = 0; i < v.length; i++ )
if( v[i] ) return i;
return -1;
}
class PdfSampler
{
private var pdf:float[] = null;
private var cdf:float[] = null;
function Reset( _pdf:float[] ) : void
{
pdf = _pdf;
// compute CDF
cdf = new float[ pdf.length ];
cdf[0] = pdf[0];
for( var i = 1; i < pdf.length; i++ )
{
cdf[i] = cdf[i-1] + pdf[i];
}
}
// returns the index of the bucket sampled
function Sample() : int
{
var x = Random.Range( 0.0, cdf[ cdf.length-1 ] );
// find which bucket it's in
for( var i = 0; i < cdf.length; i++ )
{
if( x < cdf[i] )
return i;
}
// we must've gotten the last bucket
return cdf.length-1;
}
}
class Matrix
{
var ncols : int;
var nrows : int;
var data : double[] = new double[1]; // row major
function Free()
{
data = null;
}
function Set( _data : double[] )
{
Utils.Assert( _data.length <= data.length );
for( var i = 0; i < data.length; i++ )
data[i] = _data[i];
}
function Set( _data : float[] )
{
Utils.Assert( _data.length <= data.length );
for( var i = 0; i < data.length; i++ )
data[i] = _data[i];
}
function Zero()
{
// zero out
for( var i = 0; i < nrows*ncols; i++ )
data[i] = 0.0;
}
// Only resizes if necessary
function Reset( _nrows:int, _ncols:int )
{
ncols = _ncols;
nrows = _nrows;
if( ncols*nrows > data.length )
{
Debug.Log('** Re-allocating matrix for '+nrows+' by '+ncols);
data = new double[ nrows * ncols ];
}
Zero();
}
function Reset( _data : double[], _ncols:int )
{
Utils.Assert( (_data.length % _ncols) == 0 );
Reset( _data.length / _ncols, _ncols );
Set( _data );
}
function Reset( _data : float[], _ncols:int )
{
Utils.Assert( (_data.length % _ncols) == 0 );
Reset( _data.length / _ncols, _ncols );
Set( _data );
}
function numRows() : int { return nrows; }
function numCols() : int { return ncols; }
function Elm( row:int, col:int ) : double { return data[ row*ncols + col ]; }
function Set( row:int, col:int, val:double ) { data[ row*ncols + col ] = val; }
function GetLastCol( row:int ) : double { return Elm( row, ncols-1 ); }
function Matrix()
{}
function WriteAscii( sw : StreamWriter )
{
for( var r = 0; r < numRows(); r++ )
{
var line = "";
for( var c = 0; c < numCols(); c++ )
{
line += Elm(r,c) + "\t";
}
sw.WriteLine( line );
}
}
function SaveAscii( path : String )
{
Debug.Log('saving matrix to '+path);
var sw : StreamWriter = new StreamWriter(path);
WriteAscii( sw );
sw.Flush();
sw.Close();
}
}
//----------------------------------------
// Using the simple algo from: http://www.protonfish.com/random.shtml
//----------------------------------------
static function PseudoNormalRandom( mean:float, stdev:float )
{
var G = Random.Range(-1.0, 1.0) + Random.Range(-1.0, 1.0 ) + Random.Range( -1.0, 1.0 );
return G*stdev + mean;
}
//----------------------------------------
// Goes up the ancestor tree until we find something with the component
//----------------------------------------
static function FindAncestorWithComponent( type:System.Type, start:GameObject ) : GameObject
{
var obj = start;
while( obj != null ) {
var parent = obj.transform.parent.gameObject;
if( parent != null && parent.GetComponent(type) != null ) {
return parent;
}
obj = parent;
}
return null;
}
//----------------------------------------
//
//----------------------------------------
class SlicedAnimation
{
private var currSlice = -1;
private var currSliceStart = 0.0;
private var currSliceDuration = 0.0;
private var justStartedQueryDone = false;
// Per-frame state
private var currCheckSlice = -1;
function SlicedAnimation()
{
}
function Stop()
{
currSlice = -1;
}
function Play()
{
currSliceStart = Time.time;
currSlice = 0;
justStartedQueryDone = false;
}
// TODO Pause/Resume functionality?
function CheckSlice( duration:float ) : boolean
{
if( currSlice == (currCheckSlice++) )
{
// Use LTE here to allow for single-frame steps (duration == 0.0)
if( (Time.time - currSliceStart) <= duration )
{
currSliceDuration = duration;
return true;
}
else
{
// this step is over. starting next step
currSlice++;
currSliceStart = Time.time - (Time.time-currSliceStart-duration);
justStartedQueryDone = false;
// An else-if after the caller should handle it
return false;
}
}
return false;
}
//----------------------------------------
// Functions about the current slice
//----------------------------------------
function GetSliceElapsed() { return Time.time - currSliceStart; }
function GetSliceFraction() { return GetSliceElapsed() / currSliceDuration; }
function JustStartedSlice()
{
if( !justStartedQueryDone )
{
justStartedQueryDone = true;
return true;
}
return false;
}
function BeginUpdate()
{
currCheckSlice = 0;
}
function EndUpdate() { }
//----------------------------------------
// Example update function, doing a simple count-down animation.
// Notice the strict, ordered structure of the (else)-if conditionals
// OR you could choose to not call Update at all and just put this same code in an existing Update(). All functions are public.
//----------------------------------------
function Update()
{
BeginUpdate();
if( CheckSlice(1.0) )
Debug.Log("3..");
else if( CheckSlice(1.0) )
Debug.Log("2..");
else if( CheckSlice(1.0) )
Debug.Log("1..");
else if( CheckSlice(0.0) )
Debug.Log("BLAST OFF!");
EndUpdate();
}
}
//----------------------------------------
// If you have a value that smoothly changes towards a goal over time, but that goal changes a lot.
//----------------------------------------
class SlidingValue
{
public var speed:float;
private var value:float;
private var goal:float;
private var isSliding:boolean;
function SlidingValue()
{
isSliding = false;
}
function Get() { return value; }
function Set(_value:float) { value = _value; }
function SetSpeed(_speed:float) { speed = _speed; }
function GetIsSliding() { return isSliding; }
function SlideTo(_goal:float)
{
goal = _goal;
if( goal == value )
{
isSliding = false;
return;
}
isSliding = true;
speed = Mathf.Abs(speed) * Mathf.Sign(goal - value);
}
function SlideTo(_goal:float, takeTime:float)
{
SetSpeed( (_goal - value) / takeTime );
SlideTo(_goal);
}
function Update(dt:float)
{
if( isSliding )
{
var prevValue = value;
value += speed * dt;
if( goal == value || Mathf.Sign(prevValue-goal) != Mathf.Sign(value-goal) )
{
value = goal;
isSliding = false;
}
}
}
}
//----------------------------------------
//
//----------------------------------------
static function WorldToGUIPoint( worldPt )
{
var screenPos = Camera.main.WorldToScreenPoint( worldPt );
var guiPos = Vector3(0,0,0);
guiPos.x = screenPos.x / Screen.width;
guiPos.y = screenPos.y / Screen.height;
return guiPos;
}
//----------------------------------------
// A common pattern I use
//----------------------------------------
static function SpawnFromPrefab( prefab:GameObject, parent:Transform )
{
var go = Instantiate( prefab, prefab.transform.position, prefab.transform.rotation );
go.transform.parent = parent;
go.SetActive(true);
prefab.SetActive(false);
return go;
}
static function SpawnFromPrefab( prefab:GameObject )
{
return SpawnFromPrefab( prefab, null );
}
static function Connect( listener:MonoBehaviour, obj:MonoBehaviour, msg:String )
{
obj.gameObject.GetComponent(Connectable).AddListener( listener.gameObject, msg );
}