using UnityEngine;
using System.Collections;
namespace RootMotion {
///
/// The Cartesian axes.
///
[System.Serializable]
public enum Axis {
X,
Y,
Z
}
///
/// Contains tools for working with Axes that have no positive/negative directions.
///
public class AxisTools {
///
/// Converts an Axis to Vector3.
///
public static Vector3 ToVector3(Axis axis) {
if (axis == Axis.X) return Vector3.right;
if (axis == Axis.Y) return Vector3.up;
return Vector3.forward;
}
///
/// Converts a Vector3 to Axis.
///
public static Axis ToAxis(Vector3 v) {
float absX = Mathf.Abs(v.x);
float absY = Mathf.Abs(v.y);
float absZ = Mathf.Abs(v.z);
Axis d = Axis.X;
if (absY > absX && absY > absZ) d = Axis.Y;
if (absZ > absX && absZ > absY) d = Axis.Z;
return d;
}
///
/// Returns the Axis of the Transform towards a world space position.
///
public static Axis GetAxisToPoint(Transform t, Vector3 worldPosition) {
Vector3 axis = GetAxisVectorToPoint(t, worldPosition);
if (axis == Vector3.right) return Axis.X;
if (axis == Vector3.up) return Axis.Y;
return Axis.Z;
}
///
/// Returns the Axis of the Transform towards a world space direction.
///
public static Axis GetAxisToDirection(Transform t, Vector3 direction) {
Vector3 axis = GetAxisVectorToDirection(t, direction);
if (axis == Vector3.right) return Axis.X;
if (axis == Vector3.up) return Axis.Y;
return Axis.Z;
}
///
/// Returns the local axis of the Transform towards a world space position.
///
public static Vector3 GetAxisVectorToPoint(Transform t, Vector3 worldPosition) {
return GetAxisVectorToDirection(t, worldPosition - t.position);
}
///
/// Returns the local axis of the Transform that aligns the most with a direction.
///
public static Vector3 GetAxisVectorToDirection(Transform t, Vector3 direction) {
return GetAxisVectorToDirection(t.rotation, direction);
}
///
/// Returns the local axis of a rotation space that aligns the most with a direction.
///
public static Vector3 GetAxisVectorToDirection(Quaternion r, Vector3 direction)
{
direction = direction.normalized;
Vector3 axis = Vector3.right;
float dotX = Mathf.Abs(Vector3.Dot(Vector3.Normalize(r * Vector3.right), direction));
float dotY = Mathf.Abs(Vector3.Dot(Vector3.Normalize(r * Vector3.up), direction));
if (dotY > dotX) axis = Vector3.up;
float dotZ = Mathf.Abs(Vector3.Dot(Vector3.Normalize(r * Vector3.forward), direction));
if (dotZ > dotX && dotZ > dotY) axis = Vector3.forward;
return axis;
}
}
}