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Vector3DUtils.cs
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Vector3DUtils.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace EssentialMechanics.Logic
{
public static class Vector3D
{
public static Vector3 add(this Vector3 vec, float x)
{
return new Vector3(vec.x + x, vec.y + x, vec.z + x);
}
public static Vector3 add(this Vector3 vec, Vector3 x)
{
return new Vector3(vec.x + x.x, vec.y + x.y, vec.z + x.z);
}
public static Vector3 remove(this Vector3 vec, float x)
{
return new Vector3(vec.x - x, vec.y - x, vec.z - x);
}
public static Vector3 remove(this Vector3 vec, Vector3 x)
{
return new Vector3(vec.x - x.x, vec.y - x.y, vec.z - x.z);
}
public static Vector3 setX(this Vector3 vec, float x)
{
return new Vector3(x, vec.y, vec.z);
}
public static Vector3 setY(this Vector3 vec, float y)
{
return new Vector3(vec.x, y, vec.z);
}
public static Vector3 setZ(this Vector3 vec, float z)
{
return new Vector3(vec.x, vec.y, z);
}
public static Vector3 addX(this Vector3 vec, float x)
{
return new Vector3(vec.x + x, vec.y, vec.z);
}
public static Vector3 addY(this Vector3 vec, float y)
{
return new Vector3(vec.x, vec.y + y, vec.z);
}
public static Vector3 addZ(this Vector3 vec, float z)
{
return new Vector3(vec.x, vec.y, vec.z + z);
}
public static Vector3 removeX(this Vector3 vec, float x)
{
return new Vector3(vec.x - x, vec.y, vec.z);
}
public static Vector3 removeY(this Vector3 vec, float y)
{
return new Vector3(vec.x, vec.y - y, vec.z);
}
public static Vector3 removeZ(this Vector3 vec, float z)
{
return new Vector3(vec.x, vec.y, vec.z - z);
}
public static Vector3 multiply(this Vector3 vec, float x, float y, float z)
{
return new Vector3(vec.x * x, vec.y * y, vec.z * z);
}
public static Vector3 multiply(this Vector3 vec, Vector3 other)
{
return multiply(vec, other.x, other.y, other.z);
}
public static Vector3 clampVector3(this Vector3 vec, Vector3 min, Vector3 max)
{
vec.x = Mathf.Clamp(vec.x, min.x, max.x);
vec.y = Mathf.Clamp(vec.y, min.y, max.y);
vec.z = Mathf.Clamp(vec.z, min.z, max.z);
return vec;
}
public static Vector3 absVector(this Vector3 vec)
{
return new Vector3(Mathf.Abs(vec.x), Mathf.Abs(vec.y), Mathf.Abs(vec.z));
}
public static Vector3 arithmeticAverage(this Vector3 vec, Vector3 other)
{
float x = (vec.x + other.x) / 2;
float y = (vec.y + other.y) / 2;
float z = (vec.z + other.z) / 2;
return new Vector3(x, y, z);
}
public static Vector3 quadraticBezierCurve(Vector3 a,Vector3 b,Vector3 c,float t)
{
Vector3 p0 = Vector3.Lerp(a,c,t);
Vector3 p1 = Vector3.Lerp(b, c, t);
return Vector3.Lerp(p0,p1,t);
}
public static Vector3 cubicBezierCurve(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t)
{
Vector3 p0 = Vector3.Lerp(a, c, t);
Vector3 p1 = Vector3.Lerp(b, d, t);
Vector3 p2 = Vector3.Lerp(c, d, t);
Vector3 p3 = Vector3.Lerp(p0, p2, t);
Vector3 p4 = Vector3.Lerp(p1, p2, t);
return Vector3.Lerp(p3, p4, t);
}
}
}