3DTD/Assets/Scripts/Extensions/Vector3Extensions.cs

55 lines
2.5 KiB
C#

using UnityEngine;
namespace UnityUtils {
public static class Vector3Extensions {
/// <summary>
/// Sets any x y z values of a Vector3
/// </summary>
public static Vector3 With(this Vector3 vector, float? x = null, float? y = null, float? z = null) {
return new Vector3(x ?? vector.x, y ?? vector.y, z ?? vector.z);
}
/// <summary>
/// Adds to any x y z values of a Vector3
/// </summary>
public static Vector3 Add(this Vector3 vector, float x = 0, float y = 0, float z = 0) {
return new Vector3(vector.x + x, vector.y + y, vector.z + z);
}
/// <summary>
/// Returns a Boolean indicating whether the current Vector3 is in a given range from another Vector3
/// </summary>
/// <param name="current">The current Vector3 position</param>
/// <param name="target">The Vector3 position to compare against</param>
/// <param name="range">The range value to compare against</param>
/// <returns>True if the current Vector3 is in the given range from the target Vector3, false otherwise</returns>
public static bool InRangeOf(this Vector3 current, Vector3 target, float range) {
return (current - target).sqrMagnitude <= range * range;
}
/// <summary>
/// Divides two Vector3 objects component-wise.
/// </summary>
/// <remarks>
/// For each component in v0 (x, y, z), it is divided by the corresponding component in v1 if the component in v1 is not zero.
/// Otherwise, the component in v0 remains unchanged.
/// </remarks>
/// <example>
/// Use 'ComponentDivide' to scale a game object proportionally:
/// <code>
/// myObject.transform.localScale = originalScale.ComponentDivide(targetDimensions);
/// </code>
/// This scales the object size to fit within the target dimensions while maintaining its original proportions.
///</example>
/// <param name="v0">The Vector3 object that this method extends.</param>
/// <param name="v1">The Vector3 object by which v0 is divided.</param>
/// <returns>A new Vector3 object resulting from the component-wise division.</returns>
public static Vector3 ComponentDivide(this Vector3 v0, Vector3 v1){
return new Vector3(
v1.x != 0 ? v0.x / v1.x : v0.x,
v1.y != 0 ? v0.y / v1.y : v0.y,
v1.z != 0 ? v0.z / v1.z : v0.z);
}
}
}