VertexAnimation/Runtime/Scripts/ModelBaker/VectorUtils.cs

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using UnityEngine;
namespace TAO.VertexAnimation
{
public static class VectorUtils
{
public static Vector2 Float3ToFloat2(this Vector3 f3)
{
Vector3 rotation = Vector3.Normalize(new Vector3(f3.x, 0, f3.z));
Vector2 f2 = new Vector2();
f2.x = Mathf.Acos(Vector3.Dot(rotation, new Vector3(1, 0, 0))) * Mathf.Sign(f3.z);
f2.x = ((f2.x / Mathf.PI) + 1) * 0.5f;
f2.y = Mathf.Acos(f3.y) / Mathf.PI;
f2 *= 15;
f2.x = Mathf.Round(f2.x);
f2.y = Mathf.Round(f2.y);
return f2;
}
public static float Float2ToFloat(this Vector2 f2)
{
return (f2.x + (16 * f2.y)) / 255;
}
public static float Float3ToFloat(this Vector3 f3)
{
return Float2ToFloat(Float3ToFloat2(f3));
}
}
}