holopy3/Assets/Normal/Realtime/Utility/Utility.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System;
namespace Normal.Utility {
public class StaticFunctions {
public static void SetLayerRecursively(GameObject gameObject, int layer) {
if (gameObject == null)
return;
gameObject.layer = layer;
foreach (Transform child in gameObject.transform)
SetLayerRecursively(child.gameObject, layer);
}
public static float CalculateAverageDbForAudioBuffer(float[] audioBuffer, int offset = 0) {
float averageDbSample = 0.0f;
for (int i = offset; i < audioBuffer.Length; i++) {
float dbSample = audioBuffer[i];
averageDbSample += dbSample * dbSample;
}
averageDbSample = Mathf.Sqrt(averageDbSample / audioBuffer.Length);
averageDbSample = LinearToDb(averageDbSample);
//averageDbSample = Mathf.Exp(-2.0f * averageDbSample) * averageDbSample;
return averageDbSample;
}
public static float LinearToDb(float linear) {
float db = -100.0f;
if (linear != 0.0f)
db = 20.0f * Mathf.Log10(linear);
return db;
}
// Swing Twist Decomposition
public static void SwingTwistDecomposition(Quaternion rotation, Vector3 direction, out Quaternion swing, out Quaternion twist) {
Vector3 rotationAxis = new Vector3(rotation.x, rotation.y, rotation.z);
Vector3 projection = Vector3.Project(rotationAxis, direction); // return projection v1 on to v2 (parallel component)
Vector4 twist4 = new Vector4(projection.x, projection.y, projection.z, rotation.w);
twist4 = NormalizeQuaternion(twist4);
twist = new Quaternion(twist4.x, twist4.y, twist4.z, twist4.w);
swing = rotation * Quaternion.Inverse(twist);
}
static Vector4 NormalizeQuaternion(Vector4 quaternion) {
float m = quaternion.magnitude;
if (m < float.Epsilon) {
quaternion = StabilizeLengthOfQuaternion(quaternion);
m = quaternion.magnitude;
}
quaternion /= m;
return quaternion;
}
static Vector4 StabilizeLengthOfQuaternion(Vector4 q) {
float cs = (float)(Mathf.Abs(q.x) + Mathf.Abs(q.y) + Mathf.Abs(q.z) + Mathf.Abs(q.w));
if (cs > 0.0f)
return new Vector4(q.x/=cs, q.y/=cs, q.z/=cs, q.w/=cs);
else
return new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
}
public static double LerpClamped(double a, double b, double t) {
if (t > 1.0)
t = 1.0;
else if (t < 0.0)
t = 0.0;
return a*(1.0-t) + b*t;
}
}
public static class Extensions {
// Will only add a component if one doesn't exist already. If a new component is created, it will be returned.
public static T AddComponentIfNeeded<T>(this GameObject gameObject) where T : Component {
T component = gameObject.GetComponent<T>();
if (component != null)
return null;
return gameObject.AddComponent<T>();
}
}
public class ExecutionOrder : Attribute {
public int order;
public ExecutionOrder(int order) {
this.order = order;
}
}
}