using UnityEngine; namespace Unity.Burst.Editor { internal static class BurstMath { private const float HitBoxAdjust = 2f; /// <summary> /// Rotates <see cref="point"/> around a pivot point according to angle given in degrees. /// </summary> /// <param name="angle">Angle in degrees.</param> /// <param name="point">Point to rotate.</param> /// <param name="pivotPoint">Pivot point to rotate around.</param> /// <returns>The rotated point.</returns> internal static Vector2 AnglePoint(float angle, Vector2 point, Vector2 pivotPoint) { // https://matthew-brett.github.io/teaching/rotation_2d.html // Problem Angle is calculates as angle clockwise, and here we use it as it was counterclockwise! var s = Mathf.Sin(angle); var c = Mathf.Cos(angle); point -= pivotPoint; return new Vector2(c * point.x - s * point.y, s * point.x + c * point.y) + pivotPoint; } /// <summary> /// Calculated angle in degrees between two points. /// </summary> /// <param name="start">Starting point.</param> /// <param name="end">End point.</param> /// <returns>Angle in degrees.</returns> internal static float CalculateAngle(Vector2 start, Vector2 end) { var distance = end - start; var angle = Mathf.Rad2Deg * Mathf.Atan(distance.y / distance.x); if (distance.x < 0) { angle += 180; } return angle; } /// <summary> /// Checks if <see cref="point"/> is within <see cref="rect"/> enlarged by <see cref="HitBoxAdjust"/>. /// </summary> /// <param name="rect">Give rect to enlarge and check with.</param> /// <param name="point">Given point to match in enlarged <see cref="rect"/>.</param> /// <returns>Whether <see cref="point"/> is within enlarged <see cref="rect"/>.</returns> internal static bool AdjustedContains(Rect rect, Vector2 point) { return rect.yMax + HitBoxAdjust >= point.y && rect.yMin - HitBoxAdjust <= point.y && rect.xMax + HitBoxAdjust >= point.x && rect.xMin - HitBoxAdjust <= point.x; } /// <summary> /// Checks if <see cref="num"/> is within the closed interval defined by endPoint1 and endPoint2. /// </summary> /// <param name="endPoint1">One side of range.</param> /// <param name="endPoint2">Other side of range.</param> /// <param name="num">Number to check if it is in between <see cref="endPoint1"/> and <see cref="endPoint2"/>.</param> /// <returns>Whether <see cref="num"/> is within given range.</returns> internal static bool WithinRange(float endPoint1, float endPoint2, float num) { float start, end; if (endPoint1 < endPoint2) { start = endPoint1; end = endPoint2; } else { start = endPoint2; end = endPoint1; } return start <= num && num <= end; } /// <summary> /// Rounds down to nearest amount specified by <see cref="to"/>. /// </summary> /// <param name="number">Number to round down.</param> /// <param name="to">Specifies what amount to round down to.</param> /// <returns><see cref="number"/> rounded down to amount <see cref="to"/>.</returns> internal static float RoundDownToNearest(float number, float to) { //https://www.programmingnotes.org/7601/cs-how-to-round-a-number-to-the-nearest-x-using-cs/ float inverse = 1 / to; float dividend = Mathf.Floor(number * inverse); return dividend / inverse; } } }