Add ultimate xr

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="AudioClipExt.PcmData.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using UltimateXR.Extensions.System;
namespace UltimateXR.Extensions.Unity.Audio
{
public static partial class AudioClipExt
{
#region Private Types & Data
/// <summary>
/// Container of PCM audio data.
/// </summary>
private readonly struct PcmData
{
#region Public Types & Data
/// <summary>
/// Gets the sample data.
/// </summary>
public float[] Value { get; }
/// <summary>
/// Gets the sample count.
/// </summary>
public int Length { get; }
/// <summary>
/// Gets the number of audio channels.
/// </summary>
public int Channels { get; }
/// <summary>
/// Gets the sample rate in Hz.
/// </summary>
public int SampleRate { get; }
#endregion
#region Constructors & Finalizer
/// <summary>
/// Constructor.
/// </summary>
/// <param name="value">Sample data</param>
/// <param name="channels">Audio channel count</param>
/// <param name="sampleRate">Sample rate in Hz</param>
private PcmData(float[] value, int channels, int sampleRate)
{
Value = value;
Length = value.Length;
Channels = channels;
SampleRate = sampleRate;
}
#endregion
#region Public Methods
/// <summary>
/// Creates a <see cref="PcmData" /> object from a byte data array.
/// </summary>
/// <param name="bytes">Byte data array with the PCM header and sample data</param>
/// <returns><see cref="PcmData" /> object with the audio data</returns>
/// <exception cref="ArgumentOutOfRangeException">The PCM header contains invalid data</exception>
public static PcmData FromBytes(byte[] bytes)
{
bytes.ThrowIfNull(nameof(bytes));
PcmHeader pcmHeader = PcmHeader.FromBytes(bytes);
if (pcmHeader.BitDepth != 16 && pcmHeader.BitDepth != 32 && pcmHeader.BitDepth != 8)
{
throw new ArgumentOutOfRangeException(nameof(pcmHeader.BitDepth), pcmHeader.BitDepth, "Supported values are: 8, 16, 32");
}
float[] samples = new float[pcmHeader.AudioSampleCount];
for (int i = 0; i < samples.Length; ++i)
{
int byteIndex = pcmHeader.AudioStartIndex + i * pcmHeader.AudioSampleSize;
float rawSample;
switch (pcmHeader.BitDepth)
{
case 8:
rawSample = bytes[byteIndex];
break;
case 16:
rawSample = BitConverter.ToInt16(bytes, byteIndex);
break;
case 32:
rawSample = BitConverter.ToInt32(bytes, byteIndex);
break;
default: throw new ArgumentOutOfRangeException(nameof(pcmHeader.BitDepth), pcmHeader.BitDepth, "Supported values are: 8, 16, 32");
}
samples[i] = pcmHeader.NormalizeSample(rawSample); // normalize sample between [-1f, 1f]
}
return new PcmData(samples, pcmHeader.Channels, pcmHeader.SampleRate);
}
#endregion
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="AudioClipExt.PcmHeader.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.IO;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Audio
{
public static partial class AudioClipExt
{
#region Private Types & Data
/// <summary>
/// Describes a PCM audio data header.
/// </summary>
private readonly struct PcmHeader
{
#region Public Types & Data
/// <summary>
/// Gets the bits per audio sample.
/// </summary>
public int BitDepth { get; }
/// <summary>
/// Gets the audio total sample size in bytes.
/// </summary>
public int AudioSampleSize { get; }
/// <summary>
/// Gets the number of audio samples.
/// </summary>
public int AudioSampleCount { get; }
/// <summary>
/// Gets the number of audio channels.
/// </summary>
public ushort Channels { get; }
/// <summary>
/// Gets the sample rate in audio samples per second.
/// </summary>
public int SampleRate { get; }
/// <summary>
/// Gets the data index where the audio data starts.
/// </summary>
public int AudioStartIndex { get; }
/// <summary>
/// Gets the audio data bytes per second.
/// </summary>
public int ByteRate { get; }
/// <summary>
/// Gets the data block alignment.
/// </summary>
public ushort BlockAlign { get; }
#endregion
#region Constructors & Finalizer
/// <summary>
/// Constructor.
/// </summary>
/// <param name="bitDepth">Sample bit size</param>
/// <param name="audioSize">Total audio data size in bytes</param>
/// <param name="audioStartIndex">Index where the audio sample data starts</param>
/// <param name="channels">The number of audio channels</param>
/// <param name="sampleRate">The number of samples per second</param>
/// <param name="byteRate">The number of bytes per second</param>
/// <param name="blockAlign">The block alignment</param>
private PcmHeader(int bitDepth,
int audioSize,
int audioStartIndex,
ushort channels,
int sampleRate,
int byteRate,
ushort blockAlign)
{
BitDepth = bitDepth;
_negativeDepth = Mathf.Pow(2f, BitDepth - 1f);
_positiveDepth = _negativeDepth - 1f;
AudioSampleSize = bitDepth / 8;
AudioSampleCount = Mathf.FloorToInt(audioSize / (float)AudioSampleSize);
AudioStartIndex = audioStartIndex;
Channels = channels;
SampleRate = sampleRate;
ByteRate = byteRate;
BlockAlign = blockAlign;
}
#endregion
#region Public Methods
/// <summary>
/// Creates a <see cref="PcmHeader" /> object reading from a byte array.
/// </summary>
/// <param name="pcmBytes">Source byte array</param>
/// <returns><see cref="PcmHeader" /> object</returns>
public static PcmHeader FromBytes(byte[] pcmBytes)
{
using var memoryStream = new MemoryStream(pcmBytes);
return FromStream(memoryStream);
}
/// <summary>
/// Creates a <see cref="PcmHeader" /> object reading from a data stream.
/// </summary>
/// <param name="pcmStream">Source data</param>
/// <returns><see cref="PcmHeader" /> object</returns>
public static PcmHeader FromStream(Stream pcmStream)
{
pcmStream.Position = SizeIndex;
using BinaryReader reader = new BinaryReader(pcmStream);
int headerSize = reader.ReadInt32(); // 16
ushort audioFormatCode = reader.ReadUInt16(); // 20
string audioFormat = GetAudioFormatFromCode(audioFormatCode);
if (audioFormatCode != 1 && audioFormatCode == 65534)
{
// Only uncompressed PCM wav files are supported.
throw new ArgumentOutOfRangeException(nameof(pcmStream),
$"Detected format code '{audioFormatCode}' {audioFormat}, but only PCM and WaveFormatExtensible uncompressed formats are currently supported.");
}
ushort channelCount = reader.ReadUInt16(); // 22
int sampleRate = reader.ReadInt32(); // 24
int byteRate = reader.ReadInt32(); // 28
ushort blockAlign = reader.ReadUInt16(); // 32
ushort bitDepth = reader.ReadUInt16(); //34
pcmStream.Position = SizeIndex + headerSize + 2 * sizeof(int); // Header end index
int audioSize = reader.ReadInt32(); // Audio size index
return new PcmHeader(bitDepth, audioSize, (int)pcmStream.Position, channelCount, sampleRate, byteRate, blockAlign); // audio start index
}
/// <summary>
/// Normalizes a raw audio sample.
/// </summary>
/// <param name="rawSample">Audio sample to normalize</param>
/// <returns>Normalized audio sample</returns>
public float NormalizeSample(float rawSample)
{
float sampleDepth = rawSample < 0 ? _negativeDepth : _positiveDepth;
return rawSample / sampleDepth;
}
#endregion
#region Private Methods
/// <summary>
/// Gets the audio format string from the numerical code.
/// </summary>
/// <param name="code">Numerical audio format code</param>
/// <returns>Audio format string</returns>
/// <exception cref="ArgumentOutOfRangeException">The code is not valid</exception>
private static string GetAudioFormatFromCode(ushort code)
{
switch (code)
{
case 1: return "PCM";
case 2: return "ADPCM";
case 3: return "IEEE";
case 7: return "?-law";
case 65534: return "WaveFormatExtensible";
default: throw new ArgumentOutOfRangeException(nameof(code), code, "Unknown wav code format.");
}
}
#endregion
#region Private Types & Data
private const int SizeIndex = 16;
private readonly float _positiveDepth;
private readonly float _negativeDepth;
#endregion
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="AudioClipExt.StreamedAudioClip.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.IO;
using UltimateXR.Extensions.System;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Audio
{
public static partial class AudioClipExt
{
#region Public Types & Data
/// <summary>
/// Describes a PCM audio clip.
/// </summary>
public sealed class StreamedPcmClip : IDisposable
{
#region Public Types & Data
/// <summary>
/// Gets the <see cref="AudioClip" /> described by the object.
/// </summary>
public AudioClip InnerClip { get; }
#endregion
#region Constructors & Finalizer
/// <summary>
/// Constructor.
/// </summary>
/// <param name="pcmStream">PCM data</param>
/// <param name="clipName">Name assigned to the audio clip</param>
/// <param name="header">PCM data header</param>
private StreamedPcmClip(Stream pcmStream, string clipName, in PcmHeader header)
{
_pcmHeader = header;
_pcmStream = pcmStream;
_pcmReader = new BinaryReader(pcmStream);
InnerClip = AudioClip.Create(clipName, header.AudioSampleCount, header.Channels, header.SampleRate, true, OnPcmRead, OnPcmSetPosition);
}
#endregion
#region Implicit IDisposable
/// <inheritdoc />
public void Dispose()
{
_pcmReader.Dispose();
}
#endregion
#region Public Methods
/// <summary>
/// Creates a <see cref="StreamedPcmClip" /> object from a data stream.
/// </summary>
/// <param name="pcmStream">Source data stream</param>
/// <param name="clipName">Name that will be assigned to the clip</param>
/// <returns><see cref="StreamedPcmClip" /> describing the PCM audio clip</returns>
/// <exception cref="ArgumentOutOfRangeException">The bit depth is not supported</exception>
public static StreamedPcmClip Create(Stream pcmStream, string clipName = "pcm")
{
pcmStream.ThrowIfNull(nameof(pcmStream));
clipName.ThrowIfNullOrWhitespace(nameof(clipName));
var pcmHeader = PcmHeader.FromStream(pcmStream);
if (pcmHeader.BitDepth != 16 && pcmHeader.BitDepth != 32 && pcmHeader.BitDepth != 8)
{
throw new ArgumentOutOfRangeException(nameof(pcmHeader.BitDepth), pcmHeader.BitDepth, "Supported values are: 8, 16, 32");
}
return new StreamedPcmClip(pcmStream, clipName, in pcmHeader);
}
#endregion
#region Event Trigger Methods
/// <summary>
/// PCM reader callback.
/// </summary>
/// <param name="data">Source data</param>
/// <exception cref="ArgumentOutOfRangeException">Unsupported audio bit depth</exception>
private void OnPcmRead(float[] data)
{
for (int i = 0; i < data.Length && _pcmStream.Position < _pcmStream.Length; ++i)
{
float rawSample;
switch (_pcmHeader.AudioSampleSize)
{
case 1:
rawSample = _pcmReader.ReadByte();
break;
case 2:
rawSample = _pcmReader.ReadInt16();
break;
case 3:
rawSample = _pcmReader.ReadInt32();
break;
default: throw new ArgumentOutOfRangeException(nameof(_pcmHeader.BitDepth), _pcmHeader.BitDepth, "Supported values are: 8, 16, 32");
}
data[i] = _pcmHeader.NormalizeSample(rawSample); // needs to be scaled to be within the range of - 1.0f to 1.0f.
}
}
/// <summary>
/// PCM reader positioning callback.
/// </summary>
/// <param name="newPosition">New index where to position the read cursor</param>
private void OnPcmSetPosition(int newPosition)
{
_pcmStream.Position = _pcmHeader.AudioStartIndex + newPosition * _pcmHeader.AudioSampleSize;
}
#endregion
#region Private Types & Data
private readonly Stream _pcmStream;
private readonly BinaryReader _pcmReader;
private readonly PcmHeader _pcmHeader;
#endregion
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="AudioClipExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Exceptions;
using UltimateXR.Extensions.System;
using UltimateXR.Extensions.System.IO;
using UltimateXR.Extensions.Unity.IO;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Audio
{
/// <summary>
/// Audio extensions.
/// </summary>
public static partial class AudioClipExt
{
#region Public Methods
/// <summary>
/// Ubiquitously plays an <see cref="AudioClip" />.
/// </summary>
/// <remarks>
/// This function creates an <see cref="AudioSource" /> but automatically disposes of it once the clip has finished
/// playing.
/// </remarks>
/// <param name="self">Reference to the sound clip file that will be played.</param>
/// <param name="volume">How loud the sound is at a distance of one world unit (one meter) [0.0, 1.0].</param>
/// <param name="delay">Delay time specified in seconds.</param>
/// <param name="pitch">
/// Amount of change in pitch due to slowdown/speed up of the Audio Clip. Value 1 is normal playback speed.
/// </param>
/// <param name="offsetSeconds">Start offset in seconds</param>
/// <returns>The just created temporal <see cref="AudioSource" />.</returns>
/// <seealso cref="AudioSourceExt.PlayClip" />
public static AudioSource PlayClip(AudioClip self,
float volume = 1.0f,
float delay = 0.0f,
float pitch = 1.0f,
float offsetSeconds = 0.0f)
{
return AudioSourceExt.PlayClip(self, volume, delay, pitch, offsetSeconds);
}
/// <summary>
/// Plays an AudioClip at a given position in world space.
/// </summary>
/// <remarks>
/// This function creates an <see cref="AudioSource" /> but automatically disposes of it once the clip has finished
/// playing.
/// </remarks>
/// <param name="self">Reference to the sound clip file that will be played.</param>
/// <param name="point">Position in world space from which sound originates.</param>
/// <param name="volume">How loud the sound is at a distance of one world unit (one meter) [0.0, 1.0].</param>
/// <param name="delay">Delay time specified in seconds.</param>
/// <param name="pitch">
/// Amount of change in pitch due to slowdown/speed up of the Audio Clip. Value 1 is normal playback
/// speed.
/// </param>
/// <param name="spatialBlend">Sets how much the 3D engine has an effect on the audio source [0.0, 1.0].</param>
/// <param name="offsetSeconds">Start offset in seconds</param>
/// <returns>The just created temporal <see cref="AudioSource" />.</returns>
/// <seealso cref="AudioSourceExt.PlayClipAtPoint" />
public static AudioSource PlayClipAtPoint(AudioClip self,
Vector3 point,
float volume = 1.0f,
float delay = 0.0f,
float pitch = 1.0f,
float spatialBlend = AudioSourceExt.SpatialBlend3D,
float offsetSeconds = 0.0f)
{
return AudioSourceExt.PlayClipAtPoint(self, point, volume, delay, pitch, spatialBlend, offsetSeconds);
}
/// <summary>
/// Asynchronous and ubiquitously plays the <see cref="AudioClip" />.
/// </summary>
/// <remarks>
/// This function creates an <see cref="AudioSource" /> but automatically disposes of it once the clip has finished
/// playing.
/// </remarks>
/// <param name="self">Reference to the sound clip file that will be played.</param>
/// <param name="volume">How loud the sound is at a distance of one world unit (one meter) [0.0, 1.0].</param>
/// <param name="delay">Delay time specified in seconds.</param>
/// <param name="pitch">
/// Amount of change in pitch due to slowdown/speed up of the Audio Clip. Value 1 is normal playback
/// speed.
/// </param>
/// <param name="offsetSeconds">Start offset in seconds</param>
/// <param name="ct"><see cref="CancellationToken" /> to stop playing.</param>
/// <returns>An awaitable <see cref="Task" />.</returns>
/// <seealso cref="AudioSourceExt.PlayClipAsync" />
public static Task PlayAsync(this AudioClip self,
float volume = 1.0f,
float delay = 0.0f,
float pitch = 1.0f,
float offsetSeconds = 0.0f,
CancellationToken ct = default)
{
return AudioSourceExt.PlayClipAsync(self, volume, delay, pitch, offsetSeconds, ct);
}
/// <summary>
/// Asynchronously plays the <see cref="AudioClip" /> at a given position in world space.
/// </summary>
/// <remarks>
/// This function creates an <see cref="AudioSource" /> but automatically disposes of it once the clip has finished
/// playing.
/// </remarks>
/// <param name="self">Reference to the sound clip file that will be played.</param>
/// <param name="point">Position in world space from which sound originates.</param>
/// <param name="volume">How loud the sound is at a distance of one world unit (one meter) [0.0, 1.0].</param>
/// <param name="delay">Delay time specified in seconds.</param>
/// <param name="pitch">
/// Amount of change in pitch due to slowdown/speed up of the Audio Clip. Value 1 is normal playback
/// speed.
/// </param>
/// <param name="spatialBlend">Sets how much the 3D engine has an effect on the audio source [0.0, 1.0].</param>
/// <param name="offsetSeconds">Start offset in seconds</param>
/// <param name="ct"><see cref="CancellationToken" /> to stop playing.</param>
/// <returns>An awaitable <see cref="Task" />.</returns>
/// <seealso cref="AudioSourceExt.PlayClipAtPointAsync" />
public static Task PlayAtPointAsync(this AudioClip self,
Vector3 point,
float volume = 1.0f,
float delay = 0.0f,
float pitch = 1.0f,
float spatialBlend = AudioSourceExt.SpatialBlend3D,
float offsetSeconds = 0.0f,
CancellationToken ct = default)
{
return AudioSourceExt.PlayClipAtPointAsync(self, point, volume, delay, pitch, spatialBlend, offsetSeconds, ct);
}
/// <summary>
/// Creates an <see cref="AudioClip" /> from a PCM stream.
/// </summary>
/// <param name="sourceStream">The source stream</param>
/// <param name="clipName">The name assigned to the clip</param>
/// <returns>The <see cref="AudioClip" /> object</returns>
public static AudioClip FromPcmStream(Stream sourceStream, string clipName = "pcm")
{
clipName.ThrowIfNullOrWhitespace(nameof(clipName));
byte[] bytes = new byte[sourceStream.Length];
sourceStream.Read(bytes, 0, bytes.Length);
return FromPcmBytes(bytes, clipName);
}
/// <summary>
/// Creates an <see cref="AudioClip" /> from a PCM stream asynchronously.
/// </summary>
/// <param name="sourceStream">The source stream</param>
/// <param name="clipName">The name assigned to the clip</param>
/// <param name="ct">The optional cancellation token, to cancel the task</param>
/// <returns>An awaitable task that returns the <see cref="AudioClip" /> object</returns>
public static async Task<AudioClip> FromPcmStreamAsync(Stream sourceStream, string clipName = "pcm", CancellationToken ct = default)
{
clipName.ThrowIfNullOrWhitespace(nameof(clipName));
byte[] bytes = new byte[sourceStream.Length];
await sourceStream.ReadAsync(bytes, 0, bytes.Length, ct);
return await FromPcmBytesAsync(bytes, clipName, ct);
}
/// <summary>
/// Creates an <see cref="AudioClip" /> from a PCM byte array.
/// </summary>
/// <param name="bytes">The source data</param>
/// <param name="clipName">The name assigned to the clip</param>
/// <returns>The <see cref="AudioClip" /> object</returns>
public static AudioClip FromPcmBytes(byte[] bytes, string clipName = "pcm")
{
clipName.ThrowIfNullOrWhitespace(nameof(clipName));
var pcmData = PcmData.FromBytes(bytes);
var audioClip = AudioClip.Create(clipName, pcmData.Length, pcmData.Channels, pcmData.SampleRate, false);
audioClip.SetData(pcmData.Value, 0);
return audioClip;
}
/// <summary>
/// Creates an <see cref="AudioClip" /> from a PCM byte array asynchronously.
/// </summary>
/// <param name="bytes">The source data</param>
/// <param name="clipName">The name assigned to the clip</param>
/// <param name="ct">The optional cancellation token, to cancel the task</param>
/// <returns>An awaitable task that returns the <see cref="AudioClip" /> object</returns>
public static async Task<AudioClip> FromPcmBytesAsync(byte[] bytes, string clipName = "pcm", CancellationToken ct = default)
{
clipName.ThrowIfNullOrWhitespace(nameof(clipName));
var pcmData = await Task.Run(() => PcmData.FromBytes(bytes), ct);
var audioClip = AudioClip.Create(clipName, pcmData.Length, pcmData.Channels, pcmData.SampleRate, false);
audioClip.SetData(pcmData.Value, 0);
return audioClip;
}
/// <summary>
/// Asynchronously reads and loads an <see cref="AudioClip" /> into memory from a given <paramref name="uri" />
/// </summary>
/// <param name="uri">Full path for <see cref="AudioClip" /> file</param>
/// <param name="ct">The optional cancellation token, to cancel the task</param>
/// <returns>Loaded <see cref="AudioClip" /></returns>
/// <exception cref="HttpUwrException">
/// HttpError flag is on
/// </exception>
/// <exception cref="NetUwrException">
/// NetworkError flag is on
/// </exception>
/// <exception cref="OperationCanceledException">
/// The task was canceled using <paramref name="ct" />
/// </exception>
public static Task<AudioClip> FromFile(string uri, CancellationToken ct = default)
{
ct.ThrowIfCancellationRequested();
uri.ThrowIfNullOrWhitespace(nameof(uri));
try
{
return UnityWebRequestExt.LoadAudioClipAsync(uri, ct);
}
catch (UwrException e)
{
throw new FileNotFoundException(e.Message, uri, e);
}
}
/// <summary>
/// Asynchronously reads and loads an <see cref="AudioClip" /> into memory from a given <paramref name="uri" />
/// pointing to a file with PCM bytes.
/// </summary>
/// <param name="uri">Full path with the PCM bytes</param>
/// <param name="ct">Optional cancellation token to cancel the task</param>
/// <returns>Loaded <see cref="AudioClip" /></returns>
/// <exception cref="HttpUwrException">
/// HttpError flag is on
/// </exception>
/// <exception cref="NetUwrException">
/// NetworkError flag is on
/// </exception>
/// <exception cref="OperationCanceledException">
/// The task was canceled using <paramref name="ct" />
/// </exception>
public static async Task<AudioClip> FromPcmFile(string uri, CancellationToken ct = default)
{
string fileName = Path.GetFileNameWithoutExtension(uri);
byte[] bytes = await FileExt.Read(uri, ct);
return await FromPcmBytesAsync(bytes, fileName, ct);
}
/// <summary>
/// Creates a <see cref="StreamedPcmClip" /> object from a stream containing PCM data.
/// </summary>
/// <param name="pcmStream">PCM data</param>
/// <param name="clipName">The name that will be assigned to the clip</param>
/// <returns><see cref="StreamedPcmClip" /> object</returns>
public static StreamedPcmClip CreatePcmStreamed(Stream pcmStream, string clipName = "pcm")
{
return StreamedPcmClip.Create(pcmStream, clipName);
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="AudioSourceExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.System;
using UltimateXR.Extensions.System.Threading;
using UnityEngine;
using Object = UnityEngine.Object;
namespace UltimateXR.Extensions.Unity.Audio
{
/// <summary>
/// <see cref="AudioSource" /> extensions.
/// </summary>
public static class AudioSourceExt
{
#region Public Types & Data
/// <summary>
/// Default spatial blend for 3D positioned audio.
/// </summary>
public const float SpatialBlend3D = 0.9f;
#endregion
#region Public Methods
/// <summary>
/// Ubiquitously plays an <see cref="AudioClip" />.
/// </summary>
/// <remarks>
/// This function creates an <see cref="AudioSource" /> but automatically disposes of it once the clip has finished
/// playing.
/// </remarks>
/// <param name="clip">Reference to the sound clip file that will be played.</param>
/// <param name="volume">How loud the sound is at a distance of one world unit (one meter) [0.0, 1.0].</param>
/// <param name="delay">Delay time specified in seconds.</param>
/// <param name="pitch">
/// Amount of change in pitch due to slowdown/speed up of the Audio Clip. Value 1 is normal playback
/// speed.
/// </param>
/// <param name="offsetSeconds">Start offset in seconds</param>
/// <returns>The just created temporal <see cref="AudioSource" />.</returns>
public static AudioSource PlayClip(AudioClip clip,
float volume = 1.0f,
float delay = 0.0f,
float pitch = 1.0f,
float offsetSeconds = 0.0f)
{
if (!Application.isPlaying)
{
throw new InvalidOperationException("Playback is only allowed while playing.");
}
clip.ThrowIfNull(nameof(clip));
volume = Mathf.Clamp01(volume);
pitch = Mathf.Clamp01(pitch);
var gameObject = new GameObject($"{nameof(AudioSourceExt)}_{nameof(PlayClip)}_{clip.name}");
var audioSource = gameObject.AddComponent<AudioSource>();
audioSource.clip = clip;
audioSource.volume = volume;
audioSource.pitch = pitch;
audioSource.spatialBlend = SpatialBlendUbiquitous;
if (offsetSeconds - delay >= clip.length)
{
audioSource.Stop();
Object.Destroy(gameObject, 1.0f);
return audioSource;
}
if (delay > offsetSeconds)
{
audioSource.PlayDelayed(delay - offsetSeconds);
}
else
{
audioSource.Play();
audioSource.time = offsetSeconds - delay;
}
float duration = (delay + clip.length - offsetSeconds) * (Time.timeScale < 0.00999999977648258 ? 0.01f : Time.timeScale);
Object.Destroy(gameObject, duration);
return audioSource;
}
/// <summary>
/// Plays an AudioClip at a given position in world space.
/// </summary>
/// <remarks>
/// This function creates an <see cref="AudioSource" /> but automatically disposes of it once the clip has finished
/// playing.
/// </remarks>
/// <param name="clip">Reference to the sound clip file that will be played.</param>
/// <param name="point">Position in world space from which sound originates.</param>
/// <param name="volume">How loud the sound is at a distance of one world unit (one meter) [0.0, 1.0].</param>
/// <param name="delay">Delay time specified in seconds.</param>
/// <param name="pitch">
/// Amount of change in pitch due to slowdown/speed up of the Audio Clip. Value 1 is normal playback
/// speed.
/// </param>
/// <param name="spatialBlend">Sets how much the 3D engine has an effect on the audio source [0.0, 1.0].</param>
/// <param name="offsetSeconds">Start offset in seconds</param>
/// <returns>The just created temporal <see cref="AudioSource" />.</returns>
/// <seealso cref="AudioSource.PlayClipAtPoint(AudioClip, Vector3, float)" />
public static AudioSource PlayClipAtPoint(AudioClip clip,
Vector3 point,
float volume = 1.0f,
float delay = 0.0f,
float pitch = 1.0f,
float spatialBlend = SpatialBlend3D,
float offsetSeconds = 0.0f)
{
if (!Application.isPlaying)
{
throw new InvalidOperationException("Playback is only allowed while playing.");
}
clip.ThrowIfNull(nameof(clip));
volume = Mathf.Clamp01(volume);
spatialBlend = Mathf.Clamp01(spatialBlend);
var gameObject = new GameObject($"{nameof(AudioSourceExt)}_{nameof(PlayClipAtPoint)}_{clip.name}") { transform = { position = point } };
var audioSource = gameObject.AddComponent<AudioSource>();
audioSource.clip = clip;
audioSource.volume = volume;
audioSource.pitch = pitch;
audioSource.spatialBlend = spatialBlend;
if (offsetSeconds - delay >= clip.length)
{
audioSource.Stop();
Object.Destroy(gameObject, 1.0f);
return audioSource;
}
audioSource.Play();
offsetSeconds = Mathf.Max(offsetSeconds, 0.0f);
if (delay > offsetSeconds)
{
audioSource.PlayDelayed(delay - offsetSeconds);
}
else
{
audioSource.Play();
audioSource.time = offsetSeconds - delay;
}
float duration = (delay + clip.length - offsetSeconds) * (Time.timeScale < 0.00999999977648258 ? 0.01f : Time.timeScale);
Object.Destroy(gameObject, duration);
return audioSource;
}
/// <summary>
/// Asynchronous and ubiquitously plays an <see cref="AudioClip" />.
/// </summary>
/// <remarks>
/// This function creates an <see cref="AudioSource" /> but automatically disposes of it once the clip has finished
/// playing.
/// </remarks>
/// <param name="clip">Reference to the sound clip file that will be played.</param>
/// <param name="volume">How loud the sound is at a distance of one world unit (one meter) [0.0, 1.0].</param>
/// <param name="delay">Delay time specified in seconds.</param>
/// <param name="pitch">
/// Amount of change in pitch due to slowdown/speed up of the Audio Clip. Value 1 is normal playback
/// speed.
/// </param>
/// <param name="offsetSeconds">Start offset in seconds</param>
/// <param name="ct"><see cref="CancellationToken" /> to stop playing.</param>
/// <returns>An awaitable <see cref="Task" />.</returns>
public static async Task PlayClipAsync(AudioClip clip,
float volume = 1.0f,
float delay = 0.0f,
float pitch = 1.0f,
float offsetSeconds = 0.0f,
CancellationToken ct = default)
{
if (ct.IsCancellationRequested)
{
return;
}
if (!Application.isPlaying)
{
throw new InvalidOperationException("Playback is only allowed while playing.");
}
if (offsetSeconds >= clip.length)
{
return;
}
offsetSeconds = Mathf.Max(offsetSeconds, 0.0f);
float duration = (delay + clip.length - offsetSeconds) * (Time.timeScale < 0.00999999977648258 ? 0.01f : Time.timeScale);
AudioSource audioSource = PlayClip(clip, volume, delay, pitch, offsetSeconds);
await TaskExt.Delay(duration, ct);
if (ct.IsCancellationRequested && audioSource != null)
{
audioSource.Stop();
Object.Destroy(audioSource.gameObject);
}
}
/// <summary>
/// Asynchronously plays an <see cref="AudioClip" /> at a given position in world space.
/// </summary>
/// <remarks>
/// This function creates an <see cref="AudioSource" /> but automatically disposes of it once the clip has finished
/// playing.
/// </remarks>
/// <param name="clip">Reference to the sound clip file that will be played.</param>
/// <param name="point">Position in world space from which sound originates.</param>
/// <param name="volume">How loud the sound is at a distance of one world unit (one meter) [0.0, 1.0].</param>
/// <param name="delay">Delay time specified in seconds.</param>
/// <param name="pitch">
/// Amount of change in pitch due to slowdown/speed up of the Audio Clip. Value 1 is normal playback
/// speed.
/// </param>
/// <param name="spatialBlend">Sets how much the 3D engine has an effect on the audio source [0.0, 1.0].</param>
/// <param name="offsetSeconds">Start offset in seconds</param>
/// <param name="ct"><see cref="CancellationToken" /> to stop playing.</param>
/// <returns>An awaitable <see cref="Task" />.</returns>
public static async Task PlayClipAtPointAsync(AudioClip clip,
Vector3 point,
float volume = 1.0f,
float delay = 0.0f,
float pitch = 1.0f,
float spatialBlend = SpatialBlend3D,
float offsetSeconds = 0.0f,
CancellationToken ct = default)
{
if (ct.IsCancellationRequested)
{
return;
}
if (!Application.isPlaying)
{
throw new InvalidOperationException("Playback is only allowed while playing.");
}
if (offsetSeconds >= clip.length)
{
return;
}
offsetSeconds = Mathf.Max(offsetSeconds, 0.0f);
float duration = (delay + clip.length - offsetSeconds) * (Time.timeScale < 0.00999999977648258 ? 0.01f : Time.timeScale);
AudioSource audioSource = PlayClipAtPoint(clip, point, volume, delay, pitch, spatialBlend, offsetSeconds);
await TaskExt.Delay(duration, ct);
if (ct.IsCancellationRequested && audioSource != null)
{
audioSource.Stop();
Object.Destroy(audioSource.gameObject);
}
}
#endregion
#region Private Types & Data
/// <summary>
/// Spatial blend for ubiquitous playback.
/// </summary>
private const float SpatialBlendUbiquitous = 0f;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="BehaviourExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UltimateXR.Core;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UltimateXR.Extensions.Unity
{
/// <summary>
/// <see cref="Component" /> extensions.
/// </summary>
public static class BehaviourExt
{
#region Public Methods
/// <summary>
/// Controls the enabled state, using serialized properties when called from the Unity Editor to support Undo
/// correctly.
/// </summary>
/// <param name="self">The behaviour to enable or disable</param>
/// <param name="enabled">Whether to enable the behaviour or disable it</param>
public static void SetEnabled(this Behaviour self, bool enabled)
{
#if UNITY_EDITOR
if (Application.isEditor && !Application.isPlaying)
{
SerializedObject so = new SerializedObject(self);
so.FindProperty(UxrConstants.Editor.PropertyBehaviourEnabled).boolValue = enabled;
so.ApplyModifiedProperties();
return;
}
#endif
self.enabled = enabled;
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ComponentExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using UltimateXR.Core;
using UnityEngine;
using UnityEngine.SceneManagement;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UltimateXR.Extensions.Unity
{
/// <summary>
/// <see cref="Component" /> extensions.
/// </summary>
public static class ComponentExt
{
#region Public Methods
/// <summary>
/// Controls whether to show a given component in the inspector.
/// </summary>
/// <param name="self">The component to show</param>
/// <param name="show">Whether to show the component or now</param>
public static void ShowInInspector(this Component self, bool show = true)
{
#if UNITY_EDITOR
if (Application.isEditor)
{
SerializedObject so = new SerializedObject(self);
SerializedProperty prop = so.FindProperty(UxrConstants.Editor.PropertyObjectHideFlags);
if (show)
{
prop.intValue &= (int)~HideFlags.HideInInspector;
}
else
{
prop.intValue |= (int)HideFlags.HideInInspector;
}
so.ApplyModifiedProperties();
return;
}
#endif
if (show)
{
self.hideFlags &= ~HideFlags.HideInInspector;
}
else
{
self.hideFlags |= HideFlags.HideInInspector;
}
}
/// <summary>
/// Controls whether to show a given component in the inspector and whether it is editable.
/// </summary>
/// <param name="self">The object to set</param>
/// <param name="show">Whether to show it in the inspector</param>
/// <param name="editable">Whether it is editable</param>
public static void ShowInInspector(this Component self, bool show, bool editable)
{
#if UNITY_EDITOR
SerializedObject so = new SerializedObject(self);
SerializedProperty prop = so.FindProperty(UxrConstants.Editor.PropertyObjectHideFlags);
if (show)
{
prop.intValue &= (int)~HideFlags.HideInInspector;
}
else
{
prop.intValue |= (int)HideFlags.HideInInspector;
}
if (editable)
{
prop.intValue &= (int)~HideFlags.NotEditable;
}
else
{
prop.intValue |= (int)HideFlags.NotEditable;
}
so.ApplyModifiedProperties();
#else
if (show)
{
self.hideFlags &= ~HideFlags.HideInInspector;
}
else
{
self.hideFlags |= HideFlags.HideInInspector;
}
if (editable)
{
self.hideFlags &= ~HideFlags.NotEditable;
}
else
{
self.hideFlags |= HideFlags.NotEditable;
}
#endif
}
/// <summary>
/// Checks whether the component is in a prefab.
/// </summary>
/// <param name="self">Component to check</param>
/// <returns>Whether the component is in a prefab</returns>
public static bool IsInPrefab(this Component self)
{
return self.gameObject.IsInPrefab();
}
#if UNITY_EDITOR
/// <summary>
/// Gets the GUID of the prefab the component is in, if it is in a prefab, or the GUID of the prefab the component was
/// instantiated from, if it was instantiated from a prefab.
/// If the component is not in a prefab and doesn't have a source prefab either, it will return string.Empty.
/// </summary>
/// <param name="prefabGuid">If the call was successful, returns the GUID or string.Empty</param>
/// <returns>Whether the prefab GUID could be retrieved</returns>
/// <remarks>
/// The reason the call can be unsuccessful is because Unity for some reason will report
/// a null/empty asset path even though PrefabUtility.IsPartOfPrefabAsset() returns true.
/// This behaviour happens when in prefab isolation/context mode in the editor
/// </remarks>
public static bool GetPrefabGuid(this Component self, out string prefabGuid)
{
return self.gameObject.GetPrefabGuid(out prefabGuid, out string _);
}
/// <summary>
/// Same as <see cref="GetPrefabGuid(UnityEngine.Component)" /> but it also returns the asset path if it exists.
/// </summary>
/// <param name="prefabGuid">If the call was successful, returns the GUID or string.Empty</param>
/// <param name="assetPath">If the call was successful, returns the asset path or string.Empty</param>
/// <returns>Whether the prefab GUID could be retrieved</returns>
/// <remarks>
/// The reason the call can be unsuccessful is because Unity for some reason will report
/// a null/empty asset path even though PrefabUtility.IsPartOfPrefabAsset() returns true.
/// This behaviour happens when in prefab isolation/context mode in the editor
/// </remarks>
public static bool GetPrefabGuid(this Component self, out string prefabGuid, out string assetPath)
{
return self.gameObject.GetPrefabGuid(out prefabGuid, out assetPath);
}
#endif
/// <summary>
/// Gets the Component of a given type. If it doesn't exist, it is added to the GameObject.
/// </summary>
/// <param name="self">Component whose GameObject will be used to retrieve or add the given component type to</param>
/// <typeparam name="T">Component type to get or add</typeparam>
/// <returns>Existing component or newly added if it didn't exist before</returns>
public static T GetOrAddComponent<T>(this Component self) where T : Component
{
T component = self.GetComponent<T>();
if (component == null)
{
#if UNITY_EDITOR
if (Application.isPlaying)
{
component = self.gameObject.AddComponent<T>();
}
else
{
component = Undo.AddComponent<T>(self.gameObject);
}
#else
component = self.gameObject.AddComponent<T>();
#endif
}
return component;
}
/// <summary>
/// Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular
/// <see cref="Component.GetComponentInParent" /> will not work:
/// https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab
/// </summary>
/// <typeparam name="T"><see cref="Component" /> type to get</typeparam>
/// <returns>Component in same GameObject or any of its parents. Null if it wasn't found</returns>
public static T SafeGetComponentInParent<T>(this Component self)
{
return self.GetComponentInParent<T>() ?? self.GetComponentsInParent<T>(true).FirstOrDefault();
}
/// <summary>
/// Gets the full path under current scene, including all parents, but scene name, for the given component.
/// </summary>
/// <remarks>
/// The path generated might not be unique. If that is the purpose, use <see cref="GetUniqueScenePath" /> instead.
/// </remarks>
/// <param name="self"><see cref="Component" /> to get the path for</param>
/// <param name="relativeTo">
/// Optional Transform to get the path relative to. If it's not the same Transform or a Transform up in the hierarchy
/// it will return the full path
/// </param>
/// <returns>Component path string</returns>
public static string GetPathUnderScene(this Component self, Transform relativeTo = null)
{
string path = self.transform.GetPathUnderScene(relativeTo);
return self is Transform ? path : $"{path}/{self.GetType().Name}";
}
/// <summary>
/// Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices
/// to make it unique.
/// </summary>
/// <param name="self"><see cref="Component" /> to get the unique path for</param>
/// <param name="relativeTo">
/// Optional Transform to get the path relative to. If it's not the same Transform or a Transform up in the hierarchy
/// it will return the full path
/// </param>
/// <returns>Unique component path string</returns>
public static string GetUniqueScenePath(this Component self, Transform relativeTo = null)
{
string path = self.transform.GetUniqueScenePath(relativeTo);
return self is Transform ? path : $"{path}/{Array.IndexOf(self.GetComponents<Component>(), self):00}{self.GetType().Name}";
}
/// <summary>
/// Gets an unique identifier string for the given component.
/// </summary>
/// <remarks>Generates an 8 characters hexadecimal hash code of <see cref="GetUniqueScenePath" />.</remarks>
/// <param name="self"><see cref="Component" /> to get UID for.</param>
/// <returns>8 characters hexadecimal unique identifier <see cref="string" /></returns>
public static string GetSceneUid(this Component self)
{
return self.GetUniqueScenePath().GetHashCode().ToString("x8");
}
/// <summary>
/// Gets a list of all components of the given type in the open scenes
/// </summary>
/// <typeparam name="T">Type of component to look for</typeparam>
/// <param name="includeInactive">Whether to include inactive components or not</param>
/// <returns>List of components</returns>
public static List<T> GetAllComponentsInOpenScenes<T>(bool includeInactive) where T : Component
{
List<T> listResult = new List<T>();
for (int i = 0; i < SceneManager.sceneCount; i++)
{
Scene s = SceneManager.GetSceneAt(i);
if (s.isLoaded)
{
GameObject[] rootGameObjects = s.GetRootGameObjects();
foreach (GameObject go in rootGameObjects)
{
listResult.AddRange(go.GetComponentsInChildren<T>(includeInactive));
}
}
}
return listResult;
}
/// <summary>
/// From a set of components, returns which one of them has a transform that is a common root of all.
/// The transform must be the transform of a component in the list.
/// </summary>
/// <param name="components">Components whose transforms to check</param>
/// <returns>
/// Returns which transform from all the components passed as parameters is a common root of all. If no component has a
/// transform that is a common root it returns null.
/// </returns>
public static T GetCommonRootComponentFromSet<T>(params T[] components) where T : Component
{
T commonRoot = null;
for (int i = 0; i < components.Length; i++)
{
if (i == 0)
{
commonRoot = components[i];
}
else
{
if (commonRoot == null || (components[i] != commonRoot && components[i].transform.HasParent(commonRoot.transform) == false))
{
bool found = true;
for (int j = 0; j < i - 1; j++)
{
if (components[i] != components[j] && components[j].transform.HasParent(components[i].transform) == false)
{
found = false;
}
}
commonRoot = found ? components[i] : null;
}
}
}
return commonRoot;
}
#endregion
}
}

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timeCreated: 1622456990

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="GameObjectExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using System.Linq;
using UltimateXR.Avatar;
using UltimateXR.Extensions.System;
using UltimateXR.Extensions.Unity.Math;
using UltimateXR.Manipulation;
using UltimateXR.UI.UnityInputModule;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif
namespace UltimateXR.Extensions.Unity
{
/// <summary>
/// <see cref="GameObject" /> extensions.
/// </summary>
public static class GameObjectExt
{
#region Public Methods
/// <summary>
/// Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular
/// <see cref="Component.GetComponentInParent" /> will not work:
/// https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab
/// It also works on objects recently instantiated or on disabled objects.
/// </summary>
/// <typeparam name="T">Component type to get</typeparam>
/// <returns>Component in same GameObject or any of its parents. Null if it wasn't found</returns>
public static T SafeGetComponentInParent<T>(this GameObject self)
{
T parent = self.GetComponentInParent<T>();
return parent ?? self.GetComponentsInParent<T>(true).FirstOrDefault();
}
/// <summary>
/// Activates/deactivates the object if it isn't active already.
/// </summary>
/// <param name="self">GameObject to activate</param>
/// <param name="activate">Whether to activate or deactivate the object</param>
public static void CheckSetActive(this GameObject self, bool activate)
{
if (self.activeSelf != activate)
{
self.SetActive(activate);
}
}
/// <summary>
/// Gets a unique path in the scene for the given GameObject. It will include sibling indices to make it unique.
/// </summary>
/// <param name="self">GameObject to get the unique path for</param>
/// <returns>Unique GameObject path string</returns>
/// <seealso cref="TransformExt.GetUniqueScenePath" />
public static string GetUniqueScenePath(this GameObject self)
{
self.ThrowIfNull(nameof(self));
return self.transform.GetUniqueScenePath();
}
/// <summary>
/// Gets the path in the scene of the given GameObject.
/// </summary>
/// <param name="self">GameObject to get the scene path for</param>
/// <returns>Path of the GameObject in the scene</returns>
/// <seealso cref="TransformExt.GetPathUnderScene" />
public static string GetPathUnderScene(this GameObject self)
{
self.ThrowIfNull(nameof(self));
return self.transform.GetPathUnderScene();
}
/// <summary>
/// Checks if the given GameObject is the root GameObject inside a prefab.
/// </summary>
/// <param name="self">GameObject to check</param>
/// <returns>Whether the GameObject is the root GameObject inside a prefab</returns>
public static bool IsPrefabRoot(this GameObject self)
{
#if UNITY_EDITOR
if (PrefabStageUtility.GetCurrentPrefabStage() != null && PrefabStageUtility.GetCurrentPrefabStage().prefabContentsRoot == self)
{
return true;
}
#endif
return self.scene.name == null && self.transform.parent == null;
}
/// <summary>
/// Checks if the given GameObject is located inside a prefab.
/// </summary>
/// <param name="self">GameObject to check</param>
/// <returns>Whether the GameObject is located inside a prefab</returns>
public static bool IsInPrefab(this GameObject self)
{
#if UNITY_EDITOR
if (PrefabStageUtility.GetCurrentPrefabStage() != null && PrefabStageUtility.GetCurrentPrefabStage().IsPartOfPrefabContents(self))
{
return true;
}
return PrefabUtility.IsPartOfPrefabAsset(self);
#else
return self.scene.name == null;
#endif
}
#if UNITY_EDITOR
/// <summary>
/// Gets the GUID of the prefab the GameObject is in, if it is in a prefab, or the GUID of the prefab the GameObject
/// was instantiated from, if it was instantiated from a prefab. If it is not
/// </summary>
/// <param name="self">The GameObject to retrieve the information of</param>
/// <param name="prefabGuid">If the call was successful, returns the GUID or string.Empty</param>
/// <param name="assetPath">If the call was successful, returns the asset path or string.Empty</param>
/// <returns>Whether the call was successful</returns>
/// <remarks>The reason the call can be unsuccessful is because Unity for some reason will report
/// a null/empty asset path even though PrefabUtility.IsPartOfPrefabAsset() returns true.
/// This behaviour happens when in prefab isolation/context mode in the editor</remarks>
public static bool GetPrefabGuid(this GameObject self, out string prefabGuid, out string assetPath)
{
prefabGuid = string.Empty;
assetPath = string.Empty;
if (PrefabStageUtility.GetCurrentPrefabStage() != null && PrefabStageUtility.GetCurrentPrefabStage().IsPartOfPrefabContents(self))
{
// Asset in prefab view
assetPath = PrefabStageUtility.GetCurrentPrefabStage().assetPath;
}
else if (PrefabUtility.IsPartOfPrefabAsset(self))
{
// Prefab asset
assetPath = AssetDatabase.GetAssetPath(self);
if (string.IsNullOrEmpty(assetPath))
{
return false;
}
}
else if (PrefabUtility.IsPartOfNonAssetPrefabInstance(self) && self.scene.name != null)
{
GameObject instanceRoot = PrefabUtility.GetOutermostPrefabInstanceRoot(self);
GameObject rootPrefab = PrefabUtility.GetCorrespondingObjectFromSource(instanceRoot);
assetPath = AssetDatabase.GetAssetPath(rootPrefab);
}
if (!string.IsNullOrEmpty(assetPath))
{
// Try to get GUID from asset path, checking if path is valid. Otherwise return null.
// Check if all zeroes, which means invalid guid.
prefabGuid = AssetDatabase.GUIDFromAssetPath(assetPath).ToString();
prefabGuid = string.IsNullOrEmpty(prefabGuid) || prefabGuid.All(c => c == '0') ? null : prefabGuid;
return true;
}
return false;
}
#endif
/// <summary>
/// Checks whether the given GameObject is dynamic. Since <see cref="GameObject.isStatic" /> doesn't work at runtime
/// due to the static flags being editor-only, a workaround is required to try to find out if an object is dynamic or
/// not.
/// </summary>
/// <param name="self">GameObject to check</param>
/// <returns>Whether the object appears to be dynamic</returns>
public static bool IsDynamic(this GameObject self)
{
return self.GetComponentInParent<Rigidbody>() != null ||
self.GetComponentInParent<SkinnedMeshRenderer>() != null ||
self.GetComponentInParent<UxrAvatar>() != null ||
self.GetComponentInParent<UxrGrabbableObject>() != null;
}
/// <summary>
/// Gets the Component of a given type. If it doesn't exist, it is added to the GameObject.
/// </summary>
/// <param name="self">Target GameObject where the component will be looked for and added to if it doesn't exist</param>
/// <typeparam name="T">Component type to get or add</typeparam>
/// <returns>Existing component or newly added if it didn't exist before</returns>
public static T GetOrAddComponent<T>(this GameObject self) where T : Component
{
T component = self.GetComponent<T>();
if (component == null)
{
#if UNITY_EDITOR
if (Application.isPlaying)
{
component = self.AddComponent<T>();
}
else
{
component = Undo.AddComponent<T>(self);
}
#else
component = self.AddComponent<T>();
#endif
}
return component;
}
/// <summary>
/// Creates a new GameObject in the exact same position as the given one and parents it.
/// </summary>
/// <param name="parent">
/// GameObject to parent the new object to and also place it at the same position
/// and with the same orientation
/// </param>
/// <param name="newGameObjectName">Name for the new GameObject</param>
/// <returns>New created GameObject</returns>
public static GameObject CreateGameObjectAndParentSameTransform(GameObject parent, string newGameObjectName)
{
GameObject newGameObject = new GameObject(newGameObjectName);
newGameObject.transform.parent = parent.transform;
newGameObject.transform.localPosition = Vector3.zero;
newGameObject.transform.localRotation = Quaternion.identity;
return newGameObject;
}
/// <summary>
/// Computes the geometric center of the given GameObject based on all the MeshRenderers in the hierarchy.
/// </summary>
/// <param name="self">GameObject to compute the geometric center of</param>
/// <returns>Geometric center</returns>
public static Vector3 GetGeometricCenter(this GameObject self)
{
IEnumerable<MeshRenderer> meshRenderers = self.GetComponentsInChildren<MeshRenderer>().Where(r => !r.hideFlags.HasFlag(HideFlags.HideInHierarchy) && r.enabled);
bool initialized = false;
Vector3 min = Vector3.zero;
Vector3 max = Vector3.zero;
if (!meshRenderers.Any())
{
return self.transform.position;
}
foreach (MeshRenderer renderer in meshRenderers)
{
if (!initialized)
{
initialized = true;
min = renderer.bounds.min;
max = renderer.bounds.max;
}
else
{
min = Vector3.Min(min, renderer.bounds.min);
max = Vector3.Max(max, renderer.bounds.max);
}
}
return (min + max) * 0.5f;
}
/// <summary>
/// Calculates the <see cref="GameObject" /> <see cref="Bounds" />. The bounds are the <see cref="Renderer" />'s bounds
/// if there is one in the GameObject. Otherwise it will encapsulate all renderers found in the children.
/// If <paramref name="forceRecurseIntoChildren" /> is true, it will also encapsulate all renderers found in
/// the children no matter if the GameObject has a Renderer component or not.
/// </summary>
/// <param name="self">The GameObject whose <see cref="Bounds" /> to get</param>
/// <param name="forceRecurseIntoChildren">
/// Whether to also encapsulate all renderers found in the children no matter if the
/// GameObject has a Renderer component or not
/// </param>
/// <returns>
/// <see cref="Bounds" /> in world-space.
/// </returns>
public static Bounds GetBounds(this GameObject self, bool forceRecurseIntoChildren)
{
Renderer renderer = self.GetComponent<Renderer>();
if (renderer != null && !forceRecurseIntoChildren)
{
if (renderer.enabled)
{
return renderer.bounds;
}
return new Bounds(self.transform.position, Vector3.zero);
}
IEnumerable<Renderer> renderers = self.GetComponentsInChildren<Renderer>().Where(r => !r.hideFlags.HasFlag(HideFlags.HideInHierarchy) && r.enabled);
if (!renderers.Any())
{
return new Bounds(self.transform.position, Vector3.zero);
}
Vector3 min = Vector3Ext.Min(renderers.Select(r => r.bounds.min));
Vector3 max = Vector3Ext.Max(renderers.Select(r => r.bounds.max));
return new Bounds((max + min) * 0.5f, max - min);
}
/// <summary>
/// Calculates the <see cref="GameObject" /> <see cref="Bounds" /> in local space. The bounds are the
/// <see cref="Renderer" />'s bounds if there is one in the GameObject. Otherwise it will encapsulate all renderers
/// found in the children.
/// If <paramref name="forceRecurseIntoChildren" /> is true, it will also encapsulate all renderers found in
/// the children no matter if the GameObject has a Renderer component or not.
/// </summary>
/// <param name="self">The GameObject whose local <see cref="Bounds" /> to get</param>
/// <param name="forceRecurseIntoChildren">
/// Whether to also encapsulate all renderers found in the children no matter if the
/// GameObject has a Renderer component or not
/// </param>
/// <returns>
/// Local <see cref="Bounds" />.
/// </returns>
public static Bounds GetLocalBounds(this GameObject self, bool forceRecurseIntoChildren)
{
Renderer renderer = self.GetComponent<Renderer>();
if (renderer != null && !forceRecurseIntoChildren)
{
if (renderer.enabled)
{
return renderer.localBounds;
}
return new Bounds();
}
IEnumerable<Renderer> renderers = self.GetComponentsInChildren<Renderer>().Where(r => !r.hideFlags.HasFlag(HideFlags.HideInHierarchy) && r.enabled);
if (!renderers.Any())
{
return new Bounds();
}
IEnumerable<Vector3> allMinMaxToLocal = renderers.Select(r => self.transform.InverseTransformPoint(r.transform.TransformPoint(r.localBounds.min))).Concat(renderers.Select(r => self.transform.InverseTransformPoint(r.transform.TransformPoint(r.localBounds.max))));
Vector3 min = Vector3Ext.Min(allMinMaxToLocal);
Vector3 max = Vector3Ext.Max(allMinMaxToLocal);
return new Bounds((max + min) * 0.5f, max - min);
}
/// <summary>
/// Sets the layer of a GameObject and all its children.
/// </summary>
/// <param name="self">The root GameObject from where to start</param>
/// <param name="layer">The layer value to assign</param>
public static void SetLayerRecursively(this GameObject self, int layer)
{
if (self != null)
{
Transform selfTransform = self.transform;
self.gameObject.layer = layer;
for (int i = 0; i < selfTransform.childCount; ++i)
{
SetLayerRecursively(selfTransform.GetChild(i).gameObject, layer);
}
}
}
/// <summary>
/// Checks whether the given GameObject's layer is present in a layer mask.
/// </summary>
/// <param name="self">The GameObject whose layer to check</param>
/// <param name="layerMask">The layer mask to check against</param>
/// <returns>Whether the GameObject's layer is present in the layer mask</returns>
public static bool IsInLayerMask(this GameObject self, LayerMask layerMask)
{
return (1 << self.layer & layerMask.value) != 0;
}
/// <summary>
/// Gets the topmost <see cref="UxrCanvas" /> upwards in the hierarchy if it exists.
/// </summary>
/// <param name="self">The GameObject whose parents to look for</param>
/// <returns>The topmost <see cref="UxrCanvas" /> component upwards in the hierarchy or null if it doesn't exists</returns>
public static UxrCanvas GetTopmostCanvas(this GameObject self)
{
UxrCanvas[] canvases = self.GetComponentsInParent<UxrCanvas>();
return ComponentExt.GetCommonRootComponentFromSet(canvases);
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="AsyncOperationExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.System.Threading;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.IO
{
/// <summary>
/// <see cref="AsyncOperation" /> extensions.
/// </summary>
public static class AsyncOperationExt
{
#region Public Methods
/// <summary>
/// Creates an awaitable <see cref="Task" /> that finishes when the given <see cref="AsyncOperation" /> finished.
/// </summary>
/// <param name="self">Unity asynchronous operation object</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>Awaitable <see cref="Task" /> returning the caller <see cref="AsyncOperation" /> object</returns>
public static async Task<AsyncOperation> Wait(this AsyncOperation self, CancellationToken ct = default)
{
await TaskExt.WaitUntil(() => self.isDone, ct);
return self;
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ResourcesExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.IO
{
/// <summary>
/// <see cref="Resources" /> extensions.
/// </summary>
public class ResourcesExt
{
#region Public Methods
/// <summary>
/// Loads a resource asynchronously.
/// </summary>
/// <param name="filePath">The path relative to a Resources folder</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <typeparam name="T">Resource type to load</typeparam>
/// <returns>Awaitable <see cref="Task" /> that returns the loaded resource</returns>
public static async Task<T> Load<T>(string filePath, CancellationToken ct = default)
where T : Object
{
ResourceRequest op = Resources.LoadAsync<T>(filePath);
await op.Wait(ct);
return (T)op.asset;
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="UnityWebRequestExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Exceptions;
using UnityEngine;
using UnityEngine.Networking;
namespace UltimateXR.Extensions.Unity.IO
{
/// <summary>
/// <see cref="UnityWebRequest" /> extensions to read data synchronously and asynchronously.
/// </summary>
public static class UnityWebRequestExt
{
#region Public Methods
/// <summary>
/// Checks whether a given URI can be read using a <see cref="UnityWebRequest" />.
/// </summary>
/// <param name="uri">URI to check</param>
/// <returns>Whether the URI is compatible with <see cref="UnityWebRequest" /></returns>
public static bool IsUwrUri(string uri)
{
return uri.Contains(Application.streamingAssetsPath)
|| uri.StartsWith(FilePrefix)
|| uri.StartsWith(HttpPrefix)
|| uri.StartsWith(HttpsPrefix);
}
/// <summary>
/// Sends a <see cref="UnityWebRequest" />.
/// </summary>
/// <param name="self">Request to send</param>
/// <exception cref="HttpUwrException">HttpError flag is on</exception>
/// <exception cref="NetUwrException">NetworkError flag is on</exception>
public static void Fetch(this UnityWebRequest self)
{
UnityWebRequestAsyncOperation request = self.SendWebRequest();
while (!request.isDone)
{
// Active wait
Thread.Sleep(0);
}
if (self.result == UnityWebRequest.Result.ConnectionError)
{
throw new NetUwrException(self.error);
}
if (self.result == UnityWebRequest.Result.ProtocolError)
{
throw new HttpUwrException(self.error, self.responseCode);
}
}
/// <summary>
/// Sends a <see cref="UnityWebRequest" /> asynchronously.
/// </summary>
/// <param name="self">Request to send</param>
/// <param name="ct">Cancellation token, to cancel the operation</param>
/// <returns>Awaitable task that will finish when the request was sent</returns>
/// <exception cref="OperationCanceledException">The task was canceled using <paramref name="ct" /></exception>
/// <exception cref="HttpUwrException">HttpError flag is on</exception>
/// <exception cref="NetUwrException">NetworkError flag is on</exception>
public static async Task FetchAsync(this UnityWebRequest self, CancellationToken ct = default)
{
if (ct.IsCancellationRequested)
{
return;
}
await self.SendWebRequest().Wait(ct);
if (ct.IsCancellationRequested)
{
self.Abort();
}
if (self.result == UnityWebRequest.Result.ConnectionError)
{
throw new NetUwrException(self.error);
}
if (self.result == UnityWebRequest.Result.ProtocolError)
{
throw new HttpUwrException(self.error, self.responseCode);
}
}
/// <summary>
/// Loads an <see cref="AudioClip" /> asynchronously from an URI.
/// </summary>
/// <param name="uri">Location of the audio clip</param>
/// <exception cref="HttpUwrException">HttpError flag is on</exception>
/// <exception cref="NetUwrException">NetworkError flag is on</exception>
public static AudioClip LoadAudioClip(string uri)
{
using UnityWebRequest req = UnityWebRequestMultimedia.GetAudioClip(FixUri(uri), AudioType.UNKNOWN);
req.Fetch();
AudioClip result = DownloadHandlerAudioClip.GetContent(req);
result.name = Path.GetFileNameWithoutExtension(uri);
return result;
}
/// <summary>
/// Loads an <see cref="AudioClip" /> asynchronously from an URI.
/// </summary>
/// <param name="uri">Location of the audio clip</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>Awaitable <see cref="Task" /> that returns the loaded audio clip</returns>
/// <exception cref="HttpUwrException">HttpError flag is on</exception>
/// <exception cref="NetUwrException">NetworkError flag is on</exception>
/// <exception cref="OperationCanceledException">The task was canceled using <paramref name="ct" /></exception>
public static async Task<AudioClip> LoadAudioClipAsync(string uri, CancellationToken ct = default)
{
ct.ThrowIfCancellationRequested();
using UnityWebRequest req = UnityWebRequestMultimedia.GetAudioClip(FixUri(uri), AudioType.UNKNOWN);
await req.FetchAsync(ct);
ct.ThrowIfCancellationRequested();
AudioClip result = DownloadHandlerAudioClip.GetContent(req);
result.name = Path.GetFileNameWithoutExtension(uri);
return result;
}
/// <summary>
/// Reads bytes from an URI.
/// </summary>
/// <param name="uri">Location of the data</param>
/// <exception cref="HttpUwrException">
/// HttpError flag is on
/// </exception>
/// <exception cref="NetUwrException">
/// NetworkError flag is on
/// </exception>
public static byte[] ReadBytes(string uri)
{
using UnityWebRequest req = UnityWebRequest.Get(FixUri(uri));
req.Fetch();
return req.downloadHandler.data;
}
/// <summary>
/// Reads bytes asynchronously from an URI.
/// </summary>
/// <param name="uri">Location of the data</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>Awaitable task that returns the bytes read</returns>
/// <exception cref="OperationCanceledException">The task was canceled using <paramref name="ct" /></exception>
/// <exception cref="HttpUwrException">
/// HttpError flag is on
/// </exception>
/// <exception cref="NetUwrException">
/// NetworkError flag is on
/// </exception>
public static async Task<byte[]> ReadBytesAsync(string uri, CancellationToken ct = default)
{
ct.ThrowIfCancellationRequested();
using UnityWebRequest req = UnityWebRequest.Get(FixUri(uri));
await req.FetchAsync(ct);
ct.ThrowIfCancellationRequested();
return req.downloadHandler.data;
}
/// <summary>
/// Reads a string from an URI.
/// </summary>
/// <param name="uri">Text location</param>
/// <exception cref="HttpUwrException">
/// HttpError flag is on
/// </exception>
/// <exception cref="NetUwrException">
/// NetworkError flag is on
/// </exception>
public static string ReadText(string uri)
{
using UnityWebRequest req = UnityWebRequest.Get(FixUri(uri));
req.Fetch();
return req.downloadHandler.text;
}
/// <summary>
/// Reads a string asynchronously from an URI.
/// </summary>
/// <param name="uri">Text location</param>
/// <param name="ct">Optional cancellation, to cancel the operation</param>
/// <returns>Awaitable task that returns the string read</returns>
/// <exception cref="OperationCanceledException">The task was canceled using <paramref name="ct" /></exception>
/// <exception cref="HttpUwrException">
/// HttpError flag is on
/// </exception>
/// <exception cref="NetUwrException">
/// NetworkError flag is on
/// </exception>
public static async Task<string> ReadTextAsync(string uri, CancellationToken ct = default)
{
ct.ThrowIfCancellationRequested();
using UnityWebRequest req = UnityWebRequest.Get(FixUri(uri));
await req.FetchAsync(ct);
ct.ThrowIfCancellationRequested();
return req.downloadHandler.text;
}
#endregion
#region Private Methods
/// <summary>
/// Fixes an URI string.
/// </summary>
/// <param name="uri">String to fix</param>
/// <returns>Fixed URI string</returns>
private static string FixUri(string uri)
{
string result = uri.Trim('\\', '/', ' ');
if (!IsUwrUri(uri))
{
result = FilePrefix + uri;
}
return result;
}
#endregion
#region Private Types & Data
private const string FilePrefix = "file://";
private const string HttpPrefix = "http://";
private const string HttpsPrefix = "https://";
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Matrix4x4Ext.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Math
{
/// <summary>
/// <see cref="Matrix4x4" /> extensions.
/// </summary>
public static class Matrix4x4Ext
{
#region Public Methods
/// <summary>
/// Interpolates two matrices by decomposing the position, rotation and scale values and interpolating them separately.
/// </summary>
/// <param name="matrixA">Source matrix</param>
/// <param name="matrixB">Destination matrix</param>
/// <param name="blendValue">Interpolation value [0.0, 1.0]</param>
/// <returns>Interpolated matrix</returns>
public static Matrix4x4 Interpolate(Matrix4x4 matrixA, Matrix4x4 matrixB, float blendValue)
{
Vector3 position = Vector3.Lerp(matrixA.MultiplyPoint(Vector3.zero), matrixB.MultiplyPoint(Vector3.zero), blendValue);
Quaternion rotation = Quaternion.Slerp(matrixA.rotation, matrixB.rotation, blendValue);
Vector3 scale = Vector3.Lerp(matrixA.lossyScale, matrixB.lossyScale, blendValue);
return Matrix4x4.TRS(position, rotation, scale);
}
/// <summary>
/// Computes a projection matrix so that it has an oblique near clip plane.
/// </summary>
/// <param name="projection">Projection matrix</param>
/// <param name="clipPlane">Clipping plane in camera space</param>
/// <returns>Projection matrix with oblique clip plane</returns>
public static Matrix4x4 GetObliqueMatrix(this Matrix4x4 projection, Vector4 clipPlane)
{
Matrix4x4 oblique = projection;
Vector4 q = projection.inverse * new Vector4(Mathf.Sign(clipPlane.x), Mathf.Sign(clipPlane.y), 1.0f, 1.0f);
Vector4 c = clipPlane * (2.0F / Vector4.Dot(clipPlane, q));
//third row = clip plane - fourth row
oblique[2] = c.x - projection[3];
oblique[6] = c.y - projection[7];
oblique[10] = c.z - projection[11];
oblique[14] = c.w - projection[15];
return oblique;
}
/// <summary>
/// Computes the reflection matrix around the given plane.
/// </summary>
/// <param name="plane">Reflection plane</param>
/// <returns>Reflected matrix</returns>
public static Matrix4x4 GetReflectionMatrix(Vector4 plane)
{
Matrix4x4 reflectionMat;
reflectionMat.m00 = 1F - 2F * plane[0] * plane[0];
reflectionMat.m01 = -2F * plane[0] * plane[1];
reflectionMat.m02 = -2F * plane[0] * plane[2];
reflectionMat.m03 = -2F * plane[3] * plane[0];
reflectionMat.m10 = -2F * plane[1] * plane[0];
reflectionMat.m11 = 1F - 2F * plane[1] * plane[1];
reflectionMat.m12 = -2F * plane[1] * plane[2];
reflectionMat.m13 = -2F * plane[3] * plane[1];
reflectionMat.m20 = -2F * plane[2] * plane[0];
reflectionMat.m21 = -2F * plane[2] * plane[1];
reflectionMat.m22 = 1F - 2F * plane[2] * plane[2];
reflectionMat.m23 = -2F * plane[3] * plane[2];
reflectionMat.m30 = 0F;
reflectionMat.m31 = 0F;
reflectionMat.m32 = 0F;
reflectionMat.m33 = 1F;
return reflectionMat;
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="QuaternionExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Core;
using UltimateXR.Extensions.System;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Math
{
/// <summary>
/// <see cref="Quaternion" /> extensions.
/// </summary>
public static class QuaternionExt
{
#region Public Types & Data
/// <summary>
/// Represents a NaN Quaternion.
/// </summary>
public static ref readonly Quaternion NaN => ref s_nan;
#endregion
#region Public Methods
/// <summary>
/// Compares two Unity Quaternion objects for equality with a specified precision threshold.
/// </summary>
/// <param name="a">The first Quaternion to compare</param>
/// <param name="b">The second Quaternion to compare</param>
/// <param name="precisionThreshold">
/// The precision threshold for float comparisons. Defaults to
/// <see cref="UxrConstants.Math.DefaultPrecisionThreshold" />.
/// </param>
/// <returns>
/// <c>true</c> if the Quaternion objects are equal; otherwise, <c>false</c>.
/// </returns>
/// <remarks>
/// This method performs a component-wise comparison between two Quaternion objects.
/// Each component is compared using the specified precision threshold for float comparisons.
/// </remarks>
public static bool EqualsUsingPrecision(this Quaternion a, Quaternion b, float precisionThreshold = UxrConstants.Math.DefaultPrecisionThreshold)
{
return Mathf.Abs(a.x - b.x) <= precisionThreshold &&
Mathf.Abs(a.y - b.y) <= precisionThreshold &&
Mathf.Abs(a.z - b.z) <= precisionThreshold &&
Mathf.Abs(a.w - b.w) <= precisionThreshold;
}
/// <summary>
/// Transforms a <see cref="Quaternion" /> to a <see cref="Vector4" /> component by component.
/// </summary>
/// <param name="self">Source quaternion</param>
/// <returns><see cref="Vector4" /> with the components of the <see cref="Quaternion" /></returns>
public static Vector4 ToVector4(this in Quaternion self)
{
return new Vector4(self.x, self.y, self.z, self.w);
}
/// <summary>
/// Checks whether the given <see cref="Quaternion" /> has any NaN value.
/// </summary>
/// <param name="self">Source quaternion</param>
/// <returns>Whether the quaternion has any NaN value</returns>
public static bool IsNaN(this in Quaternion self)
{
return float.IsNaN(self.x) || float.IsNaN(self.y) || float.IsNaN(self.z) || float.IsNaN(self.w);
}
/// <summary>
/// Checks whether the given <see cref="Quaternion" /> has any infinity value.
/// </summary>
/// <param name="self">Source quaternion</param>
/// <returns>Whether the quaternion has any infinity value</returns>
public static bool IsInfinity(this in Quaternion self)
{
return float.IsInfinity(self.x) || float.IsInfinity(self.y) || float.IsInfinity(self.z) || float.IsInfinity(self.w);
}
/// <summary>
/// Checks whether the given <see cref="Quaternion" /> has any 0 value.
/// </summary>
/// <param name="self">Source quaternion</param>
/// <returns>Whether the quaternion has any 0 value</returns>
public static bool IsZero(this in Quaternion self)
{
return self.x == 0.0f && self.y == 0.0f && self.z == 0.0f && self.w == 0.0f;
}
/// <summary>
/// Checks whether the given <see cref="Quaternion" /> contains valid data.
/// </summary>
/// <param name="self">Source quaternion</param>
/// <returns>Whether the quaternion contains valid data</returns>
public static bool IsValid(this in Quaternion self)
{
return !self.IsNaN() && !self.IsInfinity() && !self.IsZero();
}
/// <summary>
/// Multiplies two quaternions component by component.
/// </summary>
/// <param name="self">Operand A</param>
/// <param name="other">Operand B</param>
/// <returns>Result quaternion</returns>
public static Quaternion Multiply(this in Quaternion self, in Quaternion other)
{
return new Quaternion(self.x * other.x,
self.y * other.y,
self.z * other.z,
self.w * other.w);
}
/// <summary>
/// Computes the inverse of a quaternion component by component (1 / value), checking for divisions by 0. Divisions by
/// 0 have a result of 0.
/// </summary>
/// <param name="self">Source quaternion</param>
/// <returns>Result quaternion</returns>
public static Quaternion Inverse(this in Quaternion self)
{
return new Quaternion(Mathf.Approximately(self.x, 0f) ? 0f : 1f / self.x,
Mathf.Approximately(self.y, 0f) ? 0f : 1f / self.y,
Mathf.Approximately(self.z, 0f) ? 0f : 1f / self.z,
Mathf.Approximately(self.w, 0f) ? 0f : 1f / self.w);
}
/// <summary>
/// Divides two quaternions component by component, checking for divisions by 0. Divisions by 0 have a result of 0.
/// </summary>
/// <param name="self">Dividend</param>
/// <param name="divisor">Divisor</param>
/// <returns>Result quaternion</returns>
public static Quaternion Divide(this in Quaternion self, in Quaternion divisor)
{
return self.Multiply(divisor.Inverse());
}
/// <summary>
/// Computes the average quaternion from a list.
/// </summary>
/// <param name="quaternions">List of quaternions</param>
/// <param name="defaultIfEmpty">The default value to return if the list of quaternions is empty</param>
/// <returns>Average quaternion</returns>
/// <remarks>
/// From
/// https://gamedev.stackexchange.com/questions/119688/calculate-average-of-arbitrary-amount-of-quaternions-recursion
/// </remarks>
public static Quaternion Average(IEnumerable<Quaternion> quaternions, Quaternion defaultIfEmpty = default)
{
if (quaternions == null || !quaternions.Any())
{
return defaultIfEmpty;
}
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
float w = 0.0f;
foreach (Quaternion q in quaternions)
{
x += q.x;
y += q.y;
z += q.z;
w += q.w;
}
float k = 1.0f / Mathf.Sqrt(x * x + y * y + z * z + w * w);
return new Quaternion(x * k, y * k, z * k, w * k);
}
/// <summary>
/// Applies the transformation to make a rotation defined by <paramref name="sourceRotation" /> rotate towards
/// <paramref name="targetRotation" />.
/// </summary>
/// <param name="self">Quaternion to apply the rotation to</param>
/// <param name="sourceRotation">Source rotation that will try to match <paramref name="targetRotation" /></param>
/// <param name="targetRotation">Target rotation to match</param>
/// <param name="t">Optional interpolation value [0.0, 1.0]</param>
public static void ApplyAlignment(this Quaternion self, Quaternion sourceRotation, Quaternion targetRotation, float t = 1.0f)
{
Quaternion rotationTowards = Quaternion.RotateTowards(sourceRotation, targetRotation, 180.0f);
Quaternion relative = Quaternion.Inverse(sourceRotation) * self;
Quaternion result = Quaternion.Slerp(self, rotationTowards * relative, t);
self.Set(result.x, result.y, result.z, result.w);
}
/// <summary>
/// Parses a <see cref="Quaternion" />.
/// </summary>
/// <param name="s">Source string</param>
/// <returns>Result quaternion</returns>
public static Quaternion Parse(string s)
{
s.ThrowIfNullOrWhitespace(nameof(s));
// Remove the parentheses
s = s.TrimStart(' ', '(', '[');
s = s.TrimEnd(' ', ')', ']');
// split the items
string[] sArray = s.Split(s_cardinalSeparator, VectorLength);
// store as an array
float[] result = new float[VectorLength];
for (int i = 0; i < sArray.Length; ++i)
{
result[i] = float.TryParse(sArray[i],
NumberStyles.Float,
CultureInfo.InvariantCulture.NumberFormat,
out float f)
? f
: float.NaN;
}
return result.ToQuaternion();
}
/// <summary>
/// Tries to parse a <see cref="Quaternion" />.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="result">Parsed quaternion</param>
/// <returns>Whether the quaternion was successfully parsed</returns>
public static bool TryParse(string s, out Quaternion result)
{
try
{
result = Parse(s);
return true;
}
catch
{
result = NaN;
return false;
}
}
/// <summary>
/// Creates a <see cref="Quaternion" /> from a float array. If the array does not contain enough elements, the missing
/// components will contain NaN.
/// </summary>
/// <param name="data">Source data</param>
/// <returns>Result quaternion</returns>
public static Quaternion ToQuaternion(this float[] data)
{
return data.Length switch
{
0 => NaN,
1 => new Quaternion(data[0], float.NaN, float.NaN, float.NaN),
2 => new Quaternion(data[0], data[1], float.NaN, float.NaN),
3 => new Quaternion(data[0], data[1], data[2], float.NaN),
_ => new Quaternion(data[0], data[1], data[2], data[3])
};
}
/// <summary>
/// Parses a <see cref="Quaternion" /> asynchronously.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>Awaitable <see cref="Task" /> that returns the parsed <see cref="Quaternion" /> or null if there was an error</returns>
public static Task<Quaternion?> ParseAsync(string s, CancellationToken ct = default)
{
return Task.Run(() => TryParse(s, out Quaternion result) ? result : (Quaternion?)null, ct);
}
#endregion
#region Private Types & Data
private const int VectorLength = 4;
private const string CardinalSeparator = ",";
private static readonly char[] s_cardinalSeparator = CardinalSeparator.ToCharArray();
private static readonly Quaternion s_nan = new Quaternion(float.NaN, float.NaN, float.NaN, float.NaN);
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Vector2Ext.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Globalization;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Core;
using UltimateXR.Extensions.System;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Math
{
/// <summary>
/// <see cref="Vector2" /> extensions.
/// </summary>
public static class Vector2Ext
{
#region Public Types & Data
/// <summary>
/// Represents a NaN vector.
/// </summary>
public static ref readonly Vector2 NaN => ref s_nan;
#endregion
#region Public Methods
/// <summary>
/// Compares two Unity Vector2 objects for equality with a specified precision threshold.
/// </summary>
/// <param name="a">The first Vector2 to compare</param>
/// <param name="b">The second Vector2 to compare</param>
/// <param name="precisionThreshold">
/// The precision threshold for float comparisons. Defaults to
/// <see cref="UxrConstants.Math.DefaultPrecisionThreshold" />.
/// </param>
/// <returns>
/// <c>true</c> if the Vector2 objects are equal; otherwise, <c>false</c>.
/// </returns>
/// <remarks>
/// This method performs a component-wise comparison between two Vector2 objects.
/// Each component is compared using the specified precision threshold for float comparisons.
/// </remarks>
public static bool EqualsUsingPrecision(this Vector2 a, Vector2 b, float precisionThreshold = UxrConstants.Math.DefaultPrecisionThreshold)
{
return Mathf.Abs(a.x - b.x) <= precisionThreshold &&
Mathf.Abs(a.y - b.y) <= precisionThreshold;
}
/// <summary>
/// Checks whether the given vector has any NaN component.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Whether any of the vector components has a NaN value</returns>
public static bool IsNaN(this in Vector2 self)
{
return float.IsNaN(self.x) || float.IsNaN(self.y);
}
/// <summary>
/// Checks whether the given vector has any infinity component.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Whether any of the vector components has an infinity value</returns>
public static bool IsInfinity(this in Vector2 self)
{
return float.IsInfinity(self.x) || float.IsInfinity(self.y);
}
/// <summary>
/// Checks whether the given vector contains valid data.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Whether the vector contains all valid values</returns>
public static bool IsValid(this in Vector2 self)
{
return !self.IsNaN() && !self.IsInfinity();
}
/// <summary>
/// Replaces NaN component values with <paramref name="other" /> valid values.
/// </summary>
/// <param name="self">Vector whose NaN values to replace</param>
/// <param name="other">Vector with valid values</param>
/// <returns>Result vector</returns>
public static Vector2 FillNanWith(this in Vector2 self, in Vector2 other)
{
float[] result = new float[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = float.IsNaN(self[i]) ? other[i] : self[i];
}
return result.ToVector2();
}
/// <summary>
/// Computes the absolute value of each component in a vector.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Vector whose components are the absolute values</returns>
public static Vector2 Abs(this in Vector2 self)
{
return new Vector2(Mathf.Abs(self.x), Mathf.Abs(self.y));
}
/// <summary>
/// Clamps <see cref="Vector2" /> values component by component.
/// </summary>
/// <param name="self">Vector whose components to clamp</param>
/// <param name="min">Minimum values</param>
/// <param name="max">Maximum values</param>
/// <returns>Clamped vector</returns>
public static Vector2 Clamp(this in Vector2 self, in Vector2 min, in Vector2 max)
{
float[] result = new float[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = Mathf.Clamp(self[i], min[i], max[i]);
}
return result.ToVector2();
}
/// <summary>
/// returns a vector with all components containing 1/component, checking for divisions by 0. Divisions by 0 have a
/// result of 0.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Result vector</returns>
public static Vector2 Inverse(this in Vector2 self)
{
return new Vector2(Mathf.Approximately(self.x, 0f) ? 0f : 1f / self.x,
Mathf.Approximately(self.y, 0f) ? 0f : 1f / self.y);
}
/// <summary>
/// Multiplies two <see cref="Vector2" /> component by component.
/// </summary>
/// <param name="self">Operand A</param>
/// <param name="other">Operand B</param>
/// <returns>Result of multiplying both vectors component by component</returns>
public static Vector2 Multiply(this in Vector2 self, in Vector2 other)
{
return new Vector2(self.x * other.x,
self.y * other.y);
}
/// <summary>
/// Divides a <see cref="Vector2" /> by another, checking for divisions by 0. Divisions by 0 have a result of 0.
/// </summary>
/// <param name="self">Dividend</param>
/// <param name="divisor">Divisor</param>
/// <returns>Result vector</returns>
public static Vector2 Divide(this in Vector2 self, in Vector2 divisor)
{
return self.Multiply(divisor.Inverse());
}
/// <summary>
/// Transforms an array of floats to a <see cref="Vector2" /> component by component. If there are not enough values to
/// read, the remaining values are set to NaN.
/// </summary>
/// <param name="data">Source data</param>
/// <returns>Result vector</returns>
public static Vector2 ToVector2(this float[] data)
{
return data.Length switch
{
0 => NaN,
1 => new Vector2(data[0], float.NaN),
_ => new Vector2(data[0], data[1])
};
}
/// <summary>
/// Tries to parse a <see cref="Vector2" /> from a string.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="result">Parsed vector or NaN if there was an error</param>
/// <returns>Whether the vector was parsed successfully</returns>
public static bool TryParse(string s, out Vector2 result)
{
try
{
result = Parse(s);
return true;
}
catch
{
result = NaN;
return false;
}
}
/// <summary>
/// Parses a <see cref="Vector2" /> from a string.
/// </summary>
/// <param name="s">Source string</param>
/// <returns>Parsed vector</returns>
public static Vector2 Parse(string s)
{
s.ThrowIfNullOrWhitespace(nameof(s));
// Remove the parentheses
s = s.TrimStart(' ', '(', '[');
s = s.TrimEnd(' ', ')', ']');
// split the items
string[] sArray = s.Split(s_cardinalSeparator, VectorLength);
// store as an array
float[] result = new float[VectorLength];
for (int i = 0; i < sArray.Length; ++i)
{
result[i] = float.TryParse(sArray[i],
NumberStyles.Float,
CultureInfo.InvariantCulture.NumberFormat,
out float f)
? f
: float.NaN;
}
return result.ToVector2();
}
/// <summary>
/// Tries to parse a <see cref="Vector2" /> from a string, asynchronously.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>Awaitable task returning the parsed vector or null if there was an error</returns>
public static Task<Vector2?> ParseAsync(string s, CancellationToken ct = default)
{
return Task.Run(() => TryParse(s, out Vector2 result) ? result : (Vector2?)null, ct);
}
#endregion
#region Private Types & Data
private const int VectorLength = 2;
private const string CardinalSeparator = ",";
private static readonly char[] s_cardinalSeparator = CardinalSeparator.ToCharArray();
private static readonly Vector2 s_nan = float.NaN * Vector2.one;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Vector2IntExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Globalization;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.System;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Math
{
/// <summary>
/// <see cref="Vector2Int" /> extensions.
/// </summary>
public static class Vector2IntExt
{
#region Public Types & Data
/// <summary>
/// Representation of the negative infinity vector.
/// </summary>
public static ref readonly Vector2Int NegativeInfinity => ref s_negativeInfinity;
/// <summary>
/// Representation of the positive infinity vector.
/// </summary>
public static ref readonly Vector2Int PositiveInfinity => ref s_positiveInfinity;
#endregion
#region Public Methods
/// <summary>
/// Checks whether any vector component stores an infinity value.
/// </summary>
/// <param name="self">Vector to check</param>
/// <returns>Whether any component has an infinity value</returns>
public static bool IsInfinity(this in Vector2Int self)
{
return self.x == int.MinValue || self.x == int.MaxValue || self.y == int.MinValue || self.y == int.MaxValue;
}
/// <summary>
/// Computes the absolute values of each vector component.
/// </summary>
/// <param name="self">Input vector</param>
/// <returns>Result vector where each component is the absolute value of the input value component</returns>
public static Vector2Int Abs(this in Vector2Int self)
{
return new Vector2Int(Mathf.Abs(self.x), Mathf.Abs(self.y));
}
/// <summary>
/// Clamps the vector components between min and max values.
/// </summary>
/// <param name="self">Input vector whose values to clamp</param>
/// <param name="min">Minimum component values</param>
/// <param name="max">Maximum component values</param>
/// <returns>Clamped vector</returns>
public static Vector2Int Clamp(this in Vector2Int self, in Vector2Int min, in Vector2Int max)
{
int[] result = new int[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = Mathf.Clamp(self[i], min[i], max[i]);
}
return result.ToVector2Int();
}
/// <summary>
/// Replaces NaN component values with <paramref name="other" /> valid values.
/// </summary>
/// <param name="self">Vector whose NaN values to replace</param>
/// <param name="other">Vector with valid values</param>
/// <returns>Result vector</returns>
public static Vector2Int FillNanWith(this in Vector2Int self, in Vector2Int other)
{
int[] result = new int[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = self.x == int.MinValue || self.x == int.MaxValue ? other[i] : self[i];
}
return result.ToVector2Int();
}
/// <summary>
/// Transforms an array of ints to a <see cref="Vector2Int" /> component by component.
/// </summary>
/// <param name="data">Source data</param>
/// <returns>Result vector</returns>
public static Vector2Int ToVector2Int(this int[] data)
{
Array.Resize(ref data, VectorLength);
return new Vector2Int(data[0], data[1]);
}
/// <summary>
/// Tries to parse a <see cref="Vector2Int" /> from a string.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="result">Parsed vector or <see cref="PositiveInfinity" /> if there was an error</param>
/// <returns>Whether the vector was parsed successfully</returns>
public static bool TryParse(string s, out Vector2Int result)
{
try
{
result = Parse(s);
return true;
}
catch
{
result = PositiveInfinity;
return false;
}
}
/// <summary>
/// Parses a <see cref="Vector2Int" /> from a string.
/// </summary>
/// <param name="s">Source string</param>
/// <returns>Parsed vector</returns>
public static Vector2Int Parse(string s)
{
s.ThrowIfNullOrWhitespace(nameof(s));
// Remove the parentheses
s = s.TrimStart(' ', '(', '[');
s = s.TrimEnd(' ', ')', ']');
// split the items
string[] sArray = s.Split(s_cardinalSeparator, VectorLength);
// store as an array
int[] result = new int[VectorLength];
for (int i = 0; i < sArray.Length; ++i)
{
result[i] = int.Parse(sArray[i], CultureInfo.InvariantCulture.NumberFormat);
}
return result.ToVector2Int();
}
/// <summary>
/// Tries to parse a <see cref="Vector2Int" /> from a string, asynchronously.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>Awaitable task returning the parsed vector or null if there was an error</returns>
public static Task<Vector2Int?> ParseAsync(string s, CancellationToken ct = default)
{
return Task.Run(() => TryParse(s, out Vector2Int result) ? result : (Vector2Int?)null, ct);
}
#endregion
#region Private Types & Data
private const int VectorLength = 2;
private const string CardinalSeparator = ",";
private static readonly char[] s_cardinalSeparator = CardinalSeparator.ToCharArray();
private static readonly Vector2Int s_negativeInfinity = int.MinValue * Vector2Int.one;
private static readonly Vector2Int s_positiveInfinity = int.MaxValue * Vector2Int.one;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Vector3Ext.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Core;
using UltimateXR.Extensions.System;
using UltimateXR.Extensions.System.Math;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Math
{
/// <summary>
/// <see cref="Vector3" /> extensions.
/// </summary>
public static class Vector3Ext
{
#region Public Types & Data
/// <summary>
/// Represents the NaN vector, an invalid value.
/// </summary>
public static ref readonly Vector3 NaN => ref s_nan;
/// <summary>
/// Represents the Vector3 with minimum float values per component.
/// </summary>
public static ref readonly Vector3 MinValue => ref s_minValue;
/// <summary>
/// Represents the Vector3 with maximum float values per component.
/// </summary>
public static ref readonly Vector3 MaxValue => ref s_maxValue;
#endregion
#region Public Methods
/// <summary>
/// Compares two Unity Vector3 objects for equality with a specified precision threshold.
/// </summary>
/// <param name="a">The first Vector3 to compare</param>
/// <param name="b">The second Vector3 to compare</param>
/// <param name="precisionThreshold">
/// The precision threshold for float comparisons. Defaults to
/// <see cref="UxrConstants.Math.DefaultPrecisionThreshold" />.
/// </param>
/// <returns>
/// <c>true</c> if the Vector3 objects are equal; otherwise, <c>false</c>.
/// </returns>
/// <remarks>
/// This method performs a component-wise comparison between two Vector3 objects.
/// Each component is compared using the specified precision threshold for float comparisons.
/// </remarks>
public static bool EqualsUsingPrecision(this Vector3 a, Vector3 b, float precisionThreshold = UxrConstants.Math.DefaultPrecisionThreshold)
{
return Mathf.Abs(a.x - b.x) <= precisionThreshold &&
Mathf.Abs(a.y - b.y) <= precisionThreshold &&
Mathf.Abs(a.z - b.z) <= precisionThreshold;
}
/// <summary>
/// Checks whether the given vector has any NaN component.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Whether any of the vector components has a NaN value</returns>
public static bool IsNaN(this in Vector3 self)
{
return float.IsNaN(self.x) || float.IsNaN(self.y) || float.IsNaN(self.z);
}
/// <summary>
/// Checks whether the given vector has any infinity component.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Whether any of the vector components has an infinity value</returns>
public static bool IsInfinity(this in Vector3 self)
{
return float.IsInfinity(self.x) || float.IsInfinity(self.y) || float.IsInfinity(self.z);
}
/// <summary>
/// Checks whether the given vector contains valid data.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Whether the vector contains all valid values</returns>
public static bool IsValid(this in Vector3 self)
{
return !self.IsNaN() && !self.IsInfinity();
}
/// <summary>
/// Replaces NaN component values with <paramref name="other" /> valid values.
/// </summary>
/// <param name="self">Vector whose NaN values to replace</param>
/// <param name="other">Vector with valid values</param>
/// <returns>Result vector</returns>
public static Vector3 FillNanWith(this in Vector3 self, in Vector3 other)
{
float[] result = new float[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = float.IsNaN(self[i]) ? other[i] : self[i];
}
return result.ToVector3();
}
/// <summary>
/// Computes the absolute value of each component in a vector.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Vector whose components are the absolute values</returns>
public static Vector3 Abs(this in Vector3 self)
{
return new Vector3(Mathf.Abs(self.x), Mathf.Abs(self.y), Mathf.Abs(self.z));
}
/// <summary>
/// Clamps <see cref="Vector3" /> values component by component.
/// </summary>
/// <param name="self">Vector whose components to clamp</param>
/// <param name="min">Minimum values</param>
/// <param name="max">Maximum values</param>
/// <returns>Clamped vector</returns>
public static Vector3 Clamp(this in Vector3 self, in Vector3 min, in Vector3 max)
{
float[] result = new float[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = Mathf.Clamp(self[i], min[i], max[i]);
}
return result.ToVector3();
}
/// <summary>
/// Fixes Euler angles so that they are always in the -180, 180 degrees range.
/// </summary>
/// <param name="self">Euler angles to fix</param>
/// <returns>Euler angles in the -180, 180 degrees range</returns>
public static Vector3 ToEuler180(this in Vector3 self)
{
float[] result = new float[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = self[i].ToEuler180();
}
return result.ToVector3();
}
/// <summary>
/// Computes the average of a set of vectors.
/// </summary>
/// <param name="vectors">Input vectors</param>
/// <returns>Vector with components averaged</returns>
public static Vector3 Average(params Vector3[] vectors)
{
return new Vector3(vectors.Average(v => v.x),
vectors.Average(v => v.y),
vectors.Average(v => v.z));
}
/// <summary>
/// Computes the average of a set of vectors.
/// </summary>
/// <param name="vectors">Input vectors</param>
/// <param name="defaultIfEmpty">The default value to return if the list is empty</param>
/// <returns>Vector with components averaged</returns>
public static Vector3 Average(IEnumerable<Vector3> vectors, Vector3 defaultIfEmpty = default)
{
if (vectors == null || !vectors.Any())
{
return defaultIfEmpty;
}
return new Vector3(vectors.Average(v => v.x),
vectors.Average(v => v.y),
vectors.Average(v => v.z));
}
/// <summary>
/// Computes the maximum values of a set of vectors.
/// </summary>
/// <param name="vectors">Input vectors</param>
/// <returns>Vector with maximum component values</returns>
public static Vector3 Max(params Vector3[] vectors)
{
return new Vector3(vectors.Max(v => v.x),
vectors.Max(v => v.y),
vectors.Max(v => v.z));
}
/// <summary>
/// Computes the maximum values of a set of vectors.
/// </summary>
/// <param name="vectors">Input vectors</param>
/// <param name="defaultIfEmpty">The default value to return if the list is empty</param>
/// <returns>Vector with maximum component values</returns>
public static Vector3 Max(IEnumerable<Vector3> vectors, Vector3 defaultIfEmpty = default)
{
if (vectors == null || !vectors.Any())
{
return defaultIfEmpty;
}
return new Vector3(vectors.Max(v => v.x),
vectors.Max(v => v.y),
vectors.Max(v => v.z));
}
/// <summary>
/// Computes the minimum values of a set of vectors.
/// </summary>
/// <param name="vectors">Input vectors</param>
/// <returns>Vector with minimum component values</returns>
public static Vector3 Min(params Vector3[] vectors)
{
return new Vector3(vectors.Min(v => v.x),
vectors.Min(v => v.y),
vectors.Min(v => v.z));
}
/// <summary>
/// Computes the minimum values of a set of vectors.
/// </summary>
/// <param name="vectors">Input vectors</param>
/// <param name="defaultIfEmpty">The default value to return if the list is empty</param>
/// <returns>Vector with minimum component values</returns>
public static Vector3 Min(IEnumerable<Vector3> vectors, Vector3 defaultIfEmpty = default)
{
if (vectors == null || !vectors.Any())
{
return defaultIfEmpty;
}
return new Vector3(vectors.Min(v => v.x),
vectors.Min(v => v.y),
vectors.Min(v => v.z));
}
/// <summary>
/// returns a vector with all components containing 1/component, checking for divisions by 0. Divisions by 0 have a
/// result of 0.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Result vector</returns>
public static Vector3 Inverse(this in Vector3 self)
{
return new Vector3(Mathf.Approximately(self.x, 0f) ? 0f : 1f / self.x,
Mathf.Approximately(self.y, 0f) ? 0f : 1f / self.y,
Mathf.Approximately(self.z, 0f) ? 0f : 1f / self.z);
}
/// <summary>
/// Gets the number of components that are different between two vectors.
/// </summary>
/// <param name="a">First vector</param>
/// <param name="b">Second vector</param>
/// <returns>The number of components [0, 3] that are different</returns>
public static int DifferentComponentCount(Vector3 a, Vector3 b)
{
int count = 0;
for (int axisIndex = 0; axisIndex < 3; ++axisIndex)
{
if (!Mathf.Approximately(a[axisIndex], b[axisIndex]))
{
count++;
}
}
return count;
}
/// <summary>
/// Multiplies two <see cref="Vector3" /> component by component.
/// </summary>
/// <param name="self">Operand A</param>
/// <param name="other">Operand B</param>
/// <returns>Result of multiplying both vectors component by component</returns>
public static Vector3 Multiply(this in Vector3 self, in Vector3 other)
{
return new Vector3(self.x * other.x,
self.y * other.y,
self.z * other.z);
}
/// <summary>
/// Divides a <see cref="Vector3" /> by another, checking for divisions by 0. Divisions by 0 have a result of 0.
/// </summary>
/// <param name="self">Dividend</param>
/// <param name="divisor">Divisor</param>
/// <returns>Result vector</returns>
public static Vector3 Divide(this in Vector3 self, in Vector3 divisor)
{
return self.Multiply(divisor.Inverse());
}
/// <summary>
/// Transforms an array of floats to a <see cref="Vector3" /> component by component. If there are not enough values to
/// read, the remaining values are set to NaN.
/// </summary>
/// <param name="data">Source data</param>
/// <returns>Result vector</returns>
public static Vector3 ToVector3(this float[] data)
{
return data.Length switch
{
0 => NaN,
1 => new Vector3(data[0], float.NaN, float.NaN),
2 => new Vector3(data[0], data[1], float.NaN),
_ => new Vector3(data[0], data[1], data[2])
};
}
/// <summary>
/// Tries to parse a <see cref="Vector3" /> from a string.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="result">Parsed vector or <see cref="NaN" /> if there was an error</param>
/// <returns>Whether the vector was parsed successfully</returns>
public static bool TryParse(string s, out Vector3 result)
{
try
{
result = Parse(s);
return true;
}
catch
{
result = NaN;
return false;
}
}
/// <summary>
/// Parses a <see cref="Vector3" /> from a string.
/// </summary>
/// <param name="s">Source string</param>
/// <returns>Parsed vector</returns>
public static Vector3 Parse(string s)
{
s.ThrowIfNullOrWhitespace(nameof(s));
// Remove the parentheses
s = s.TrimStart(' ', '(', '[');
s = s.TrimEnd(' ', ')', ']');
// split the items
string[] sArray = s.Split(s_cardinalSeparator, VectorLength);
// store as an array
float[] result = new float[VectorLength];
for (int i = 0; i < sArray.Length; ++i)
{
result[i] = float.TryParse(sArray[i],
NumberStyles.Float,
CultureInfo.InvariantCulture.NumberFormat,
out float f)
? f
: float.NaN;
}
return result.ToVector3();
}
/// <summary>
/// Tries to parse a <see cref="Vector3" /> from a string, asynchronously.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>Awaitable task returning the parsed vector or null if there was an error</returns>
public static Task<Vector3?> ParseAsync(string s, CancellationToken ct = default)
{
return Task.Run(() => TryParse(s, out Vector3 result) ? result : (Vector3?)null, ct);
}
/// <summary>
/// Gets the vector which is the dominant negative or positive axis it is mostly pointing towards.
/// </summary>
/// <param name="vector">Vector to process</param>
/// <returns>
/// Can return <see cref="Vector3.right" />, <see cref="Vector3.up" />, <see cref="Vector3.forward" />, -
/// <see cref="Vector3.right" />, -<see cref="Vector3.up" /> or -<see cref="Vector3.forward" />.
/// </returns>
public static Vector3 GetClosestAxis(this Vector3 vector)
{
float absX = Mathf.Abs(vector.x);
float absY = Mathf.Abs(vector.y);
float absZ = Mathf.Abs(vector.z);
if (absX > absY)
{
return absX > absZ ? Mathf.Sign(vector.x) * Vector3.right : Mathf.Sign(vector.z) * Vector3.forward;
}
return absY > absZ ? Mathf.Sign(vector.y) * Vector3.up : Mathf.Sign(vector.z) * Vector3.forward;
}
/// <summary>
/// Computes a perpendicular vector.
/// </summary>
/// <param name="vector">Vector to compute another perpendicular to</param>
/// <returns>Perpendicular vector in 3D space</returns>
public static Vector3 GetPerpendicularVector(this Vector3 vector)
{
if (Mathf.Approximately(vector.x, 0.0f) == false)
{
return new Vector3(-vector.y, vector.x, 0.0f);
}
if (Mathf.Approximately(vector.y, 0.0f) == false)
{
return new Vector3(0.0f, -vector.z, vector.y);
}
return new Vector3(vector.z, 0.0f, -vector.y);
}
/// <summary>
/// Computes the signed distance from a point to a plane.
/// </summary>
/// <param name="point">The point to compute the distance from</param>
/// <param name="planePoint">Point in a plane</param>
/// <param name="planeNormal">Plane normal</param>
/// <returns>Signed distance from a point to a plane</returns>
public static float DistanceToPlane(this Vector3 point, Vector3 planePoint, Vector3 planeNormal)
{
return new Plane(planeNormal, planePoint).GetDistanceToPoint(point);
}
/// <summary>
/// Computes the distance from a point to a line.
/// </summary>
/// <param name="point">The point to compute the distance from</param>
/// <param name="lineA">Point A in the line</param>
/// <param name="lineB">Point B in the line</param>
/// <returns>Distance from point to the line</returns>
public static float DistanceToLine(this Vector3 point, Vector3 lineA, Vector3 lineB)
{
return Vector3.Cross(lineB - lineA, point - lineA).magnitude;
}
/// <summary>
/// Computes the distance from a point to a segment.
/// </summary>
/// <param name="point">The point to compute the distance from</param>
/// <param name="segmentA">Segment start point</param>
/// <param name="segmentB">Segment end point</param>
/// <returns>Distance from point to the segment</returns>
public static float DistanceToSegment(this Vector3 point, Vector3 segmentA, Vector3 segmentB)
{
Vector3 ab = segmentB - segmentA;
Vector3 av = point - segmentA;
if (Vector3.Dot(av, ab) <= 0.0f)
{
return av.magnitude;
}
Vector3 bv = point - segmentB;
if (Vector3.Dot(bv, ab) >= 0.0)
{
return bv.magnitude;
}
return Vector3.Cross(ab, av).magnitude / ab.magnitude;
}
/// <summary>
/// Computes the closest point in a segment to another point.
/// </summary>
/// <param name="point">The point to project</param>
/// <param name="segmentA">Segment start point</param>
/// <param name="segmentB">Segment end point</param>
/// <returns>Closest point in the segment</returns>
public static Vector3 ProjectOnSegment(this Vector3 point, Vector3 segmentA, Vector3 segmentB)
{
Vector3 ab = segmentB - segmentA;
Vector3 av = point - segmentA;
if (Vector3.Dot(av, ab) <= 0.0f)
{
return segmentA;
}
Vector3 bv = point - segmentB;
if (Vector3.Dot(bv, ab) >= 0.0)
{
return segmentB;
}
return segmentA + Vector3.Project(av, ab.normalized);
}
/// <summary>
/// Computes the closest point in a line to another point.
/// </summary>
/// <param name="point">The point to project</param>
/// <param name="pointInLine">Point in the line</param>
/// <param name="lineDirection">Line direction</param>
/// <returns>Point projected on the line</returns>
public static Vector3 ProjectOnLine(this Vector3 point, Vector3 pointInLine, Vector3 lineDirection)
{
return pointInLine + Vector3.Project(point - pointInLine, lineDirection);
}
/// <summary>
/// Checks if a point is inside a sphere. Supports spheres without uniform scaling.
/// </summary>
/// <param name="point">Point to check</param>
/// <param name="sphere">Sphere collider to test against</param>
/// <returns>Boolean telling whether the point is inside</returns>
public static bool IsInsideSphere(this Vector3 point, SphereCollider sphere)
{
Vector3 localPos = sphere.transform.InverseTransformPoint(point);
return localPos.magnitude <= sphere.radius;
}
/// <summary>
/// Checks if a point is inside of a BoxCollider.
/// </summary>
/// <param name="point">Point in world coordinates</param>
/// <param name="box">Box collider to test against</param>
/// <param name="margin">Optional margin to be added to the each of the box sides</param>
/// <param name="marginIsWorld">Whether the margin is specified in world coordinates or local</param>
/// <returns>Whether point is inside</returns>
public static bool IsInsideBox(this Vector3 point, BoxCollider box, Vector3 margin = default, bool marginIsWorld = true)
{
if (box == null)
{
return false;
}
Vector3 localPos = box.transform.InverseTransformPoint(point);
if (marginIsWorld && box.transform.lossyScale != Vector3.one)
{
Vector3 pointPlusX = box.transform.InverseTransformPoint(point + box.transform.right);
Vector3 pointPlusY = box.transform.InverseTransformPoint(point + box.transform.up);
Vector3 pointPlusZ = box.transform.InverseTransformPoint(point + box.transform.forward);
margin.x *= Vector3.Distance(localPos, pointPlusX);
margin.y *= Vector3.Distance(localPos, pointPlusY);
margin.z *= Vector3.Distance(localPos, pointPlusZ);
}
if (localPos.x - box.center.x >= -box.size.x * 0.5f - margin.x && localPos.x - box.center.x <= box.size.x * 0.5f + margin.x)
{
if (localPos.y - box.center.y >= -box.size.y * 0.5f - margin.y && localPos.y - box.center.y <= box.size.y * 0.5f + margin.y)
{
if (localPos.z - box.center.z >= -box.size.z * 0.5f - margin.z && localPos.z - box.center.z <= box.size.z * 0.5f + margin.z)
{
return true;
}
}
}
return false;
}
/// <summary>
/// Checks if a point is inside of a box.
/// </summary>
/// <param name="point">Point in world coordinates</param>
/// <param name="boxPosition">The box position in world space</param>
/// <param name="boxRotation">The box rotation in world space</param>
/// <param name="boxScale">The box scale</param>
/// <param name="boxCenter">The box center in local box coordinates</param>
/// <param name="boxSize">The box size in local box coordinates</param>
/// <param name="margin">Optional margin to be added to the each of the box sides</param>
/// <returns>True if it is inside, false if not</returns>
public static bool IsInsideBox(this Vector3 point,
Vector3 boxPosition,
Quaternion boxRotation,
Vector3 boxScale,
Vector3 boxCenter,
Vector3 boxSize,
Vector3 margin = default)
{
Matrix4x4 boxMatrix = Matrix4x4.TRS(boxPosition, boxRotation, boxScale);
Matrix4x4 inverseBoxMatrix = boxMatrix.inverse;
Vector3 localPos = inverseBoxMatrix.MultiplyPoint(point);
if (localPos.x - boxCenter.x >= -boxSize.x * 0.5f - margin.x && localPos.x - boxCenter.x <= boxSize.x * 0.5f + margin.x)
{
if (localPos.y - boxCenter.y >= -boxSize.y * 0.5f - margin.y && localPos.y - boxCenter.y <= boxSize.y * 0.5f + margin.y)
{
if (localPos.z - boxCenter.z >= -boxSize.z * 0.5f - margin.z && localPos.z - boxCenter.z <= boxSize.z * 0.5f + margin.z)
{
return true;
}
}
}
return false;
}
/// <summary>
/// Checks if a point is inside of a BoxCollider. If it is outside, it is clamped to remain inside.
/// </summary>
/// <param name="point">Point in world coordinates</param>
/// <param name="box">Box collider to test against</param>
/// <returns>Point clamped inside given box volume</returns>
public static Vector3 ClampToBox(this Vector3 point, BoxCollider box)
{
if (box == null)
{
return point;
}
Vector3 pos = box.transform.InverseTransformPoint(point);
Vector3 center = box.center;
Vector3 halfBoxSize = box.size * 0.5f;
if (pos.x < center.x - halfBoxSize.x)
{
pos.x = center.x - halfBoxSize.x;
}
if (pos.x > center.x + halfBoxSize.x)
{
pos.x = center.x + halfBoxSize.x;
}
if (pos.y < center.y - halfBoxSize.y)
{
pos.y = center.y - halfBoxSize.y;
}
if (pos.y > center.y + halfBoxSize.y)
{
pos.y = center.y + halfBoxSize.y;
}
if (pos.z < center.z - halfBoxSize.z)
{
pos.z = center.z - halfBoxSize.z;
}
if (pos.z > center.z + halfBoxSize.z)
{
pos.z = center.z + halfBoxSize.z;
}
return box.transform.TransformPoint(pos);
}
/// <summary>
/// Checks if a point is inside of a SphereCollider. If it is outside, it is clamped to remain inside.
/// </summary>
/// <param name="point">Point in world coordinates</param>
/// <param name="sphere">Sphere collider to test against</param>
/// <returns>Point restricted to the given sphere volume</returns>
public static Vector3 ClampToSphere(this Vector3 point, SphereCollider sphere)
{
if (sphere == null)
{
return point;
}
Vector3 pos = sphere.transform.InverseTransformPoint(point);
Vector3 center = sphere.center;
float distance = Vector3.Distance(center, pos);
if (distance > sphere.radius)
{
pos = center + (pos - center).normalized * sphere.radius;
return sphere.transform.TransformPoint(pos);
}
return point;
}
/// <summary>
/// Computes the rotation of a direction around an axis.
/// </summary>
/// <param name="direction">Direction to rotate</param>
/// <param name="axis">The rotation axis to use for the rotation</param>
/// <param name="degrees">Rotation angle</param>
/// <returns>Rotated direction</returns>
public static Vector3 GetRotationAround(this Vector3 direction, Vector3 axis, float degrees)
{
return Quaternion.AngleAxis(degrees, axis) * direction;
}
/// <summary>
/// Computes the rotation of a point around a pivot and an axis.
/// </summary>
/// <param name="point">Point to rotate</param>
/// <param name="pivot">Pivot to rotate it around to</param>
/// <param name="axis">The rotation axis to use for the rotation</param>
/// <param name="degrees">Rotation angle</param>
/// <returns>Rotated point</returns>
public static Vector3 GetRotationAround(this Vector3 point, Vector3 pivot, Vector3 axis, float degrees)
{
Vector3 dir = point - pivot;
dir = Quaternion.AngleAxis(degrees, axis) * dir;
return dir + pivot;
}
#endregion
#region Private Types & Data
private const int VectorLength = 3;
private const string CardinalSeparator = ",";
private static readonly char[] s_cardinalSeparator = CardinalSeparator.ToCharArray();
private static readonly Vector3 s_nan = float.NaN * Vector3.one;
private static readonly Vector3 s_minValue = new Vector3(float.MinValue, float.MinValue, float.MinValue);
private static readonly Vector3 s_maxValue = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Vector3IntExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Globalization;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.System;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Math
{
/// <summary>
/// <see cref="Vector3Int" /> extensions.
/// </summary>
public static class Vector3IntExt
{
#region Public Types & Data
/// <summary>
/// Representation of the minimum int values per component.
/// </summary>
public static ref readonly Vector3Int MinValue => ref s_minValue;
/// <summary>
/// Representation of the maximum int values per component.
/// </summary>
public static ref readonly Vector3Int MaxValue => ref s_maxValue;
#endregion
#region Public Methods
/// <summary>
/// Checks whether any vector component stores an infinity value.
/// </summary>
/// <param name="self">Vector to check</param>
/// <returns>Whether any component has an infinity value</returns>
public static bool IsInfinity(this in Vector3Int self)
{
return self.x == int.MinValue || self.x == int.MaxValue ||
self.y == int.MinValue || self.y == int.MaxValue ||
self.z == int.MinValue || self.z == int.MaxValue;
}
/// <summary>
/// Computes the absolute values of each vector component.
/// </summary>
/// <param name="self">Input vector</param>
/// <returns>Result vector where each component is the absolute value of the input value component</returns>
public static Vector3Int Abs(this in Vector3Int self)
{
return new Vector3Int(Mathf.Abs(self.x), Mathf.Abs(self.y), Mathf.Abs(self.z));
}
/// <summary>
/// Clamps the vector components between min and max values.
/// </summary>
/// <param name="self">Input vector whose values to clamp</param>
/// <param name="min">Minimum component values</param>
/// <param name="max">Maximum component values</param>
/// <returns>Clamped vector</returns>
public static Vector3Int Clamp(this in Vector3Int self, in Vector3Int min, in Vector3Int max)
{
int[] result = new int[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = Mathf.Clamp(self[i], min[i], max[i]);
}
return result.ToVector3Int();
}
/// <summary>
/// Replaces NaN component values with <paramref name="other" /> valid values.
/// </summary>
/// <param name="self">Vector whose NaN values to replace</param>
/// <param name="other">Vector with valid values</param>
/// <returns>Result vector</returns>
public static Vector3Int FillNaNWith(this in Vector3Int self, in Vector3Int other)
{
int[] result = new int[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = self.x == int.MinValue || self.x == int.MaxValue ? other[i] : self[i];
}
return result.ToVector3Int();
}
/// <summary>
/// Transforms an array of ints to a <see cref="Vector3Int" /> component by component.
/// </summary>
/// <param name="data">Source data</param>
/// <returns>Result vector</returns>
public static Vector3Int ToVector3Int(this int[] data)
{
Array.Resize(ref data, VectorLength);
return new Vector3Int(data[0], data[1], data[2]);
}
/// <summary>
/// Tries to parse a <see cref="Vector3Int" /> from a string.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="result">Parsed vector or <see cref="MaxValue" /> if there was an error</param>
/// <returns>Whether the vector was parsed successfully</returns>
public static bool TryParse(string s, out Vector3Int result)
{
try
{
result = Parse(s);
return true;
}
catch
{
result = MaxValue;
return false;
}
}
/// <summary>
/// Parses a <see cref="Vector3Int" /> from a string.
/// </summary>
/// <param name="s">Source string</param>
/// <returns>Parsed vector</returns>
public static Vector3Int Parse(string s)
{
s.ThrowIfNullOrWhitespace(nameof(s));
// Remove the parentheses
s = s.TrimStart(' ', '(', '[');
s = s.TrimEnd(' ', ')', ']');
// split the items
string[] sArray = s.Split(s_cardinalSeparator, VectorLength);
// store as an array
int[] result = new int[VectorLength];
for (int i = 0; i < sArray.Length; ++i)
{
result[i] = int.Parse(sArray[i], CultureInfo.InvariantCulture.NumberFormat);
}
return result.ToVector3Int();
}
/// <summary>
/// Tries to parse a <see cref="Vector3Int" /> from a string, asynchronously.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>Awaitable task returning the parsed vector or null if there was an error</returns>
public static Task<Vector3Int?> ParseAsync(string s, CancellationToken ct = default)
{
return Task.Run(() => TryParse(s, out Vector3Int result) ? result : (Vector3Int?)null, ct);
}
#endregion
#region Private Types & Data
private const int VectorLength = 3;
private const string CardinalSeparator = ",";
private static readonly char[] s_cardinalSeparator = CardinalSeparator.ToCharArray();
private static readonly Vector3Int s_minValue = int.MinValue * Vector3Int.one;
private static readonly Vector3Int s_maxValue = int.MaxValue * Vector3Int.one;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Vector4Ext.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Globalization;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Core;
using UltimateXR.Extensions.System;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Math
{
/// <summary>
/// <see cref="Vector4" /> extensions.
/// </summary>
public static class Vector4Ext
{
#region Public Types & Data
/// <summary>
/// Represents a NaN vector.
/// </summary>
public static ref readonly Vector4 NaN => ref s_nan;
#endregion
#region Public Methods
/// <summary>
/// Compares two Unity Vector4 objects for equality with a specified precision threshold.
/// </summary>
/// <param name="a">The first Vector4 to compare</param>
/// <param name="b">The second Vector4 to compare</param>
/// <param name="precisionThreshold">
/// The precision threshold for float comparisons. Defaults to
/// <see cref="UxrConstants.Math.DefaultPrecisionThreshold" />.
/// </param>
/// <returns>
/// <c>true</c> if the Vector4 objects are equal; otherwise, <c>false</c>.
/// </returns>
/// <remarks>
/// This method performs a component-wise comparison between two Vector4 objects.
/// Each component is compared using the specified precision threshold for float comparisons.
/// </remarks>
public static bool EqualsUsingPrecision(this Vector4 a, Vector4 b, float precisionThreshold = UxrConstants.Math.DefaultPrecisionThreshold)
{
return Mathf.Abs(a.x - b.x) <= precisionThreshold &&
Mathf.Abs(a.y - b.y) <= precisionThreshold &&
Mathf.Abs(a.z - b.z) <= precisionThreshold &&
Mathf.Abs(a.w - b.w) <= precisionThreshold;
}
/// <summary>
/// Checks whether the given vector has any NaN component.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Whether any of the vector components has a NaN value</returns>
public static bool IsNaN(this in Vector4 self)
{
return float.IsNaN(self.x) || float.IsNaN(self.y) || float.IsNaN(self.z) || float.IsNaN(self.w);
}
/// <summary>
/// Checks whether the given vector has any infinity component.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Whether any of the vector components has an infinity value</returns>
public static bool IsInfinity(this in Vector4 self)
{
return float.IsInfinity(self.x) || float.IsInfinity(self.y) || float.IsInfinity(self.z) || float.IsInfinity(self.w);
}
/// <summary>
/// Checks whether the given vector contains valid data.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Whether the vector contains all valid values</returns>
public static bool IsValid(this in Vector4 self)
{
return !self.IsNaN() && !self.IsInfinity();
}
/// <summary>
/// Replaces NaN component values with <paramref name="other" /> valid values.
/// </summary>
/// <param name="self">Vector whose NaN values to replace</param>
/// <param name="other">Vector with valid values</param>
/// <returns>Result vector</returns>
public static Vector4 FillNanWith(this in Vector4 self, in Vector4 other)
{
float[] result = new float[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = float.IsNaN(self[i]) ? other[i] : self[i];
}
return result.ToVector4();
}
/// <summary>
/// Computes the absolute value of each component in a vector.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Vector whose components are the absolute values</returns>
public static Vector4 Abs(this in Vector4 self)
{
return new Vector4(Mathf.Abs(self.x), Mathf.Abs(self.y), Mathf.Abs(self.z), Mathf.Abs(self.w));
}
/// <summary>
/// Clamps <see cref="Vector4" /> values component by component.
/// </summary>
/// <param name="self">Vector whose components to clamp</param>
/// <param name="min">Minimum values</param>
/// <param name="max">Maximum values</param>
/// <returns>Clamped vector</returns>
public static Vector4 Clamp(this in Vector4 self, in Vector4 min, in Vector4 max)
{
float[] result = new float[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = Mathf.Clamp(self[i], min[i], max[i]);
}
return result.ToVector4();
}
/// <summary>
/// returns a vector with all components containing 1/component, checking for divisions by 0. Divisions by 0 have a
/// result of 0.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Result vector</returns>
public static Vector4 Inverse(this in Vector4 self)
{
return new Vector4(Mathf.Approximately(self.x, 0f) ? 0f : 1f / self.x,
Mathf.Approximately(self.y, 0f) ? 0f : 1f / self.y,
Mathf.Approximately(self.z, 0f) ? 0f : 1f / self.z,
Mathf.Approximately(self.w, 0f) ? 0f : 1f / self.w);
}
/// <summary>
/// Multiplies two <see cref="Vector4" /> component by component.
/// </summary>
/// <param name="self">Operand A</param>
/// <param name="other">Operand B</param>
/// <returns>Result of multiplying both vectors component by component</returns>
public static Vector4 Multiply(this in Vector4 self, in Vector4 other)
{
return new Vector4(self.x * other.x,
self.y * other.y,
self.z * other.z,
self.w * other.w);
}
/// <summary>
/// Divides a <see cref="Vector4" /> by another, checking for divisions by 0. Divisions by 0 have a result of 0.
/// </summary>
/// <param name="self">Dividend</param>
/// <param name="divisor">Divisor</param>
/// <returns>Result vector</returns>
public static Vector4 Divide(this in Vector4 self, in Vector4 divisor)
{
return self.Multiply(divisor.Inverse());
}
/// <summary>
/// Converts a Vector4 to a Quaternion component by component.
/// </summary>
/// <param name="self">Source vector</param>
/// <returns>Quaternion result</returns>
public static Quaternion ToQuaternion(this in Vector4 self)
{
return new Quaternion(self.x, self.y, self.z, self.w);
}
/// <summary>
/// Transforms an array of floats to a <see cref="Vector4" /> component by component. If there are not enough values to
/// read, the remaining values are set to NaN.
/// </summary>
/// <param name="data">Source data</param>
/// <returns>Result vector</returns>
public static Vector4 ToVector4(this float[] data)
{
return data.Length switch
{
0 => NaN,
1 => new Vector4(data[0], float.NaN, float.NaN, float.NaN),
2 => new Vector4(data[0], data[1], float.NaN, float.NaN),
3 => new Vector4(data[0], data[1], data[2], float.NaN),
_ => new Vector4(data[0], data[1], data[2], data[3])
};
}
/// <summary>
/// Tries to parse a <see cref="Vector4" /> from a string.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="result">Parsed vector or NaN if there was an error</param>
/// <returns>Whether the vector was parsed successfully</returns>
public static bool TryParse(string s, out Vector4 result)
{
try
{
result = Parse(s);
return true;
}
catch
{
result = NaN;
return false;
}
}
/// <summary>
/// Parses a <see cref="Vector4" /> from a string.
/// </summary>
/// <param name="s">Source string</param>
/// <returns>Parsed vector</returns>
public static Vector4 Parse(string s)
{
s.ThrowIfNullOrWhitespace(nameof(s));
// Remove the parentheses
s = s.TrimStart(' ', '(', '[');
s = s.TrimEnd(' ', ')', ']');
// split the items
string[] sArray = s.Split(s_cardinalSeparator, VectorLength);
// store as an array
float[] result = new float[VectorLength];
for (int i = 0; i < sArray.Length; ++i)
{
result[i] = float.TryParse(sArray[i],
NumberStyles.Float,
CultureInfo.InvariantCulture.NumberFormat,
out float f)
? f
: float.NaN;
}
return result.ToVector4();
}
/// <summary>
/// Tries to parse a <see cref="Vector4" /> from a string, asynchronously.
/// </summary>
/// <param name="s">Source string</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>Awaitable task returning the parsed vector or null if there was an error</returns>
public static Task<Vector4?> ParseAsync(string s, CancellationToken ct = default)
{
return Task.Run(() => TryParse(s, out Vector4 result) ? result : (Vector4?)null, ct);
}
#endregion
#region Private Types & Data
private const int VectorLength = 4;
private const string CardinalSeparator = ",";
private static readonly char[] s_cardinalSeparator = CardinalSeparator.ToCharArray();
private static readonly Vector4 s_nan = float.NaN * Vector4.one;
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="MonoBehaviourExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Collections;
using UltimateXR.Animation.Interpolation;
using UnityEngine;
namespace UltimateXR.Extensions.Unity
{
/// <summary>
/// <see cref="MonoBehaviour" /> extensions.
/// </summary>
public static class MonoBehaviourExt
{
#region Public Methods
/// <summary>
/// Enables/disabled the component if it isn't enabled already.
/// </summary>
/// <param name="self">Component to enable/disable</param>
/// <param name="enable">Whether to enable or disable the component</param>
public static void CheckSetEnabled(this MonoBehaviour self, bool enable)
{
if (self.enabled != enable)
{
self.enabled = enable;
}
}
#endregion
#region Coroutines
/// <summary>
/// Creates a coroutine that simplifies executing a loop during a certain amount of time.
/// </summary>
/// <param name="monoBehaviour">Caller</param>
/// <param name="durationSeconds">Time in seconds of the interpolation</param>
/// <param name="loopAction">
/// The action to perform on each loop step. The action receives
/// the interpolation value t [0.0, 1.0] as parameter.
/// </param>
/// <param name="easing">Easing to use in the interpolation (linear by default)</param>
/// <param name="forceLastT1">Forces a last loop step with t = 1.0f exactly.</param>
/// <returns>Coroutine enumerator</returns>
public static IEnumerator LoopCoroutine(this MonoBehaviour monoBehaviour,
float durationSeconds,
Action<float> loopAction,
UxrEasing easing = UxrEasing.Linear,
bool forceLastT1 = false)
{
float startTime = Time.time;
while (Time.time - startTime < durationSeconds)
{
float t = UxrInterpolator.Interpolate(0.0f, 1.0f, Time.time - startTime, new UxrInterpolationSettings(durationSeconds, 0.0f, easing));
loopAction(t);
yield return null;
}
if (forceLastT1)
{
loopAction(1.0f);
}
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ObjectExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using UnityEngine;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UltimateXR.Extensions.Unity
{
/// <summary>
/// Unity <see cref="UnityEngine.Object" /> extensions
/// </summary>
public static class ObjectExt
{
#region Public Methods
#if UNITY_EDITOR
/// <summary>
/// Assigns a serialized property value if code that only executes in the editor.
/// </summary>
/// <param name="self">The object (GameObject or component) with the serialized property</param>
/// <param name="propertyName">The property name</param>
/// <param name="assigner">Action that gets the serialized property as argument and enables to assign any value</param>
/// <example>
/// <code>
/// component.AssignSerializedProperty("_myBoolVar", p => p.boolValue = true);
/// </code>
/// </example>
public static void AssignSerializedProperty(this Object self, string propertyName, Action<SerializedProperty> assigner)
{
SerializedObject serializedObject = new SerializedObject(self);
SerializedProperty serializedProperty = serializedObject.FindProperty(propertyName);
if (serializedProperty == null)
{
Debug.LogError($"{nameof(AssignSerializedProperty)}(): Cannot find property {propertyName}");
return;
}
assigner.Invoke(serializedProperty);
serializedObject.ApplyModifiedProperties();
}
#endif
/// <summary>
/// Controls whether to show a given object in the inspector.
/// </summary>
/// <param name="self">The object to show</param>
/// <param name="show">Whether to show the object or now</param>
public static void ShowInInspector(this Object self, bool show = true)
{
if (show)
{
self.hideFlags &= ~HideFlags.HideInInspector;
}
else
{
self.hideFlags |= HideFlags.HideInInspector;
}
}
/// <summary>
/// Controls whether to show a given object in the inspector and whether it is editable.
/// </summary>
/// <param name="self">The object to set</param>
/// <param name="show">Whether to show it in the inspector</param>
/// <param name="editable">Whether it is editable</param>
public static void ShowInInspector(this Object self, bool show, bool editable)
{
if (show)
{
self.hideFlags &= ~HideFlags.HideInInspector;
}
else
{
self.hideFlags |= HideFlags.HideInInspector;
}
if (editable)
{
self.hideFlags &= ~HideFlags.NotEditable;
}
else
{
self.hideFlags |= HideFlags.NotEditable;
}
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Color32Ext.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Globalization;
using System.Text.RegularExpressions;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.System;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Render
{
/// <summary>
/// <see cref="Color32" /> extensions.
/// </summary>
public static class Color32Ext
{
#region Public Methods
/// <summary>
/// Transforms an array of bytes to a <see cref="Color32" /> component by component. If there are not enough values to
/// read, the remaining values are set to <see cref="byte.MinValue" /> (0) for RGB and <see cref="byte.MaxValue" />
/// (255) for A.
/// </summary>
/// <param name="data">Source data</param>
/// <returns>Result color</returns>
public static Color32 ToColor32(this byte[] data)
{
switch (data.Length)
{
case 0: return default;
case 1: return new Color32(data[0], byte.MinValue, byte.MinValue, byte.MaxValue);
case 2: return new Color32(data[0], data[1], byte.MinValue, byte.MaxValue);
case 3: return new Color32(data[0], data[1], data[2], byte.MaxValue);
default: return new Color32(data[0], data[1], data[2], data[3]);
}
}
/// <summary>
/// Transforms a <see cref="Color32" /> value into the int value it encodes the color in.
/// </summary>
/// <param name="self">Color</param>
/// <returns>Int value</returns>
public static int ToInt(this in Color32 self)
{
return self.r << 24 | self.g << 16 | self.b << 8 | self.a;
}
/// <summary>
/// Clamps <see cref="Color32" /> values component by component.
/// </summary>
/// <param name="self">Color whose components to clamp</param>
/// <param name="min">Minimum RGB values</param>
/// <param name="max">Maximum RGB values</param>
/// <returns>Clamped color</returns>
public static Color32 Clamp(this in Color32 self, in Color32 min, in Color32 max)
{
byte[] result = new byte[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = (byte)Mathf.Clamp(self[i], min[i], max[i]);
}
return result.ToColor32();
}
/// <summary>
/// Multiplies two colors by multiplying each component.
/// </summary>
/// <param name="self">Operand A</param>
/// <param name="other">Operand B</param>
/// <returns>Result color</returns>
public static Color32 Multiply(this in Color32 self, in Color32 other)
{
return new Color32((byte)(self.r * other.r),
(byte)(self.g * other.g),
(byte)(self.b * other.b),
(byte)(self.a * other.a));
}
/// <summary>
/// Compares two colors.
/// </summary>
/// <param name="self">First color to compare</param>
/// <param name="other">Second color to compare</param>
/// <returns>Whether the two colors are the same</returns>
public static bool IsSameColor(this in Color32 self, in Color32 other)
{
return self.r == other.r && self.g == other.g && self.b == other.b && self.a == other.a;
}
/// <summary>
/// Converts the color to a HTML color value (#RRGGBB or #RRGGBBAA).
/// </summary>
/// <param name="self">Color to convert</param>
/// <returns>HTML color string</returns>
public static string ToHtml(this in Color32 self)
{
return self.a == 255 ? string.Format(StringFormatRGB, self.r, self.g, self.b) : string.Format(StringFormatRGBA, self.r, self.g, self.b, self.a);
}
/// <summary>
/// Tries to parse a <see cref="Color32" /> from an HTML string (#RRGGBB or #RRGGBBAA).
/// </summary>
/// <param name="html">Source HTML string</param>
/// <param name="result">Parsed color or the default color value if there was an error</param>
/// <returns>Whether the color was parsed successfully</returns>
public static bool TryParse(string html, out Color32 result)
{
try
{
result = Parse(html);
return true;
}
catch
{
result = default;
return false;
}
}
/// <summary>
/// Parses a <see cref="Color32" /> from an HTML string (#RRGGBB or #RRGGBBAA).
/// </summary>
/// <param name="html">Source HTML string</param>
/// <returns>The parsed color</returns>
/// <exception cref="FormatException">The string had an incorrect format</exception>
public static Color32 Parse(string html)
{
html.ThrowIfNull(nameof(html));
Match match = _regex.Match(html);
if (!match.Success)
{
throw new FormatException($"Input string [{html}] does not have the right format: #RRGGBB or #RRGGBBAA");
}
byte[] colorBytes = new byte[VectorLength];
for (int i = 0; i < VectorLength - 1; ++i)
{
string hex = match.Groups[i + 1].Value;
colorBytes[i] = byte.Parse(hex, NumberStyles.HexNumber, CultureInfo.InvariantCulture.NumberFormat);
}
string aa = match.Groups[VectorLength].Value;
colorBytes[VectorLength - 1] = aa == string.Empty
? byte.MaxValue
: byte.Parse(aa, NumberStyles.HexNumber, CultureInfo.InvariantCulture.NumberFormat);
return colorBytes.ToColor32();
}
/// <summary>
/// Parses asynchronously a <see cref="Color32" /> from an HTML string (#RRGGBB or #RRGGBBAA).
/// </summary>
/// <param name="html">Source HTML string</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>An awaitable <see cref="Task" /> that returns the parsed color</returns>
/// <exception cref="FormatException">The string had an incorrect format</exception>
public static Task<Color32?> ParseAsync(string html, CancellationToken ct = default)
{
return Task.Run(() => TryParse(html, out Color32 result) ? result : (Color32?)null, ct);
}
#endregion
#region Private Types & Data
private const int VectorLength = 4;
private const string StringFormatRGBA = "#{0:X2}{1:X2}{2:X2}{3:X2}";
private const string StringFormatRGB = "#{0:X2}{1:X2}{2:X2}";
private const string RegexPattern = "^#?([0-9A-F]{2})([0-9A-F]{2})([0-9A-F]{2})([0-9A-F]{2})?$";
private static readonly Regex _regex = new Regex(RegexPattern);
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ColorExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Globalization;
using System.Text.RegularExpressions;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.System;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Render
{
/// <summary>
/// <see cref="Color" /> extensions.
/// </summary>
public static class ColorExt
{
#region Public Methods
/// <summary>
/// Transforms an array of floats to a <see cref="Color" /> component by component. If there are not enough values to
/// read, the remaining values are set to 0.0 for RGB and 1.0 for A.
/// </summary>
/// <param name="data">Source data</param>
/// <returns>Result color</returns>
public static Color ToColor(this float[] data)
{
return data.Length switch
{
0 => default,
1 => new Color(data[0], 0f, 0f, 1f),
2 => new Color(data[0], data[1], 0f, 1f),
3 => new Color(data[0], data[1], data[2], 1f),
_ => new Color(data[0], data[1], data[2], data[3])
};
}
/// <summary>
/// Clamps <see cref="Color" /> values component by component.
/// </summary>
/// <param name="self">Color whose components to clamp</param>
/// <param name="min">Minimum RGB values</param>
/// <param name="max">Maximum RGB values</param>
/// <returns>Clamped color</returns>
public static Color Clamp(this in Color self, in Color min, in Color max)
{
float[] result = new float[VectorLength];
for (int i = 0; i < VectorLength; ++i)
{
result[i] = Mathf.Clamp(self[i], min[i], max[i]);
}
return result.ToColor();
}
/// <summary>
/// Multiplies two colors by multiplying each component.
/// </summary>
/// <param name="self">Operand A</param>
/// <param name="other">Operand B</param>
/// <returns>Result color</returns>
public static Color Multiply(this in Color self, in Color other)
{
return new Color(self.r * other.r,
self.g * other.g,
self.b * other.b,
self.a * other.a);
}
/// <summary>
/// Creates a color based on an already existing color and an alpha value.
/// </summary>
/// <param name="color">Color value</param>
/// <param name="alpha">Alpha value</param>
/// <returns>
/// Result of combining the RGB of the <paramref name="color" /> value and alpha of <paramref name="alpha" />
/// </returns>
public static Color ColorAlpha(in Color color, float alpha)
{
return new Color(color.r, color.g, color.b, alpha);
}
/// <summary>
/// Creates a color based on an already existing color and an alpha value.
/// </summary>
/// <param name="self">Color value</param>
/// <param name="alpha">Alpha value</param>
/// <returns>
/// Result of combining the RGBA of the color value and <paramref name="alpha" />
/// </returns>
public static Color WithAlpha(this in Color self, float alpha)
{
return ColorAlpha(self, alpha);
}
/// <summary>
/// Creates a color based on an already existing color and a brightness scale value.
/// </summary>
/// <param name="color">Color value</param>
/// <param name="brightnessScale">The brightness scale factor</param>
/// <returns>Color with adjusted brightness</returns>
public static Color ScaleColorBrightness(this in Color color, float brightnessScale)
{
Color.RGBToHSV(color, out float h, out float s, out float v);
v *= brightnessScale;
return Color.HSVToRGB(h, s, v);
}
/// <summary>
/// Converts the color to a HTML color value (#RRGGBB or #RRGGBBAA).
/// </summary>
/// <param name="self">Color to convert</param>
/// <returns>HTML color string</returns>
public static string ToHtml(this in Color self)
{
return Mathf.Approximately(self.a, 1f)
? string.Format(StringFormatRGB,
(byte)Mathf.Round(Mathf.Clamp01(self.r) * byte.MaxValue),
(byte)Mathf.Round(Mathf.Clamp01(self.g) * byte.MaxValue),
(byte)Mathf.Round(Mathf.Clamp01(self.b) * byte.MaxValue))
: string.Format(StringFormatRGBA,
(byte)Mathf.Round(Mathf.Clamp01(self.r) * byte.MaxValue),
(byte)Mathf.Round(Mathf.Clamp01(self.g) * byte.MaxValue),
(byte)Mathf.Round(Mathf.Clamp01(self.b) * byte.MaxValue),
(byte)Mathf.Round(Mathf.Clamp01(self.a) * byte.MaxValue));
}
/// <summary>
/// Tries to parse a <see cref="Color" /> from an HTML string (#RRGGBB or #RRGGBBAA).
/// </summary>
/// <param name="html">Source HTML string</param>
/// <param name="result">Parsed color or the default color value if there was an error</param>
/// <returns>Whether the color was parsed successfully</returns>
public static bool TryParse(string html, out Color result)
{
try
{
result = Parse(html);
return true;
}
catch
{
result = default;
return false;
}
}
/// <summary>
/// Parses a <see cref="Color" /> from an HTML string (#RRGGBB or #RRGGBBAA).
/// </summary>
/// <param name="html">Source HTML string</param>
/// <returns>The parsed color</returns>
/// <exception cref="FormatException">The string had an incorrect format</exception>
public static Color Parse(string html)
{
html.ThrowIfNull(nameof(html));
Match match = _regex.Match(html);
if (!match.Success)
{
throw new FormatException($"Input string [{html}] does not have the right format: #RRGGBB or #RRGGBBAA");
}
float[] result = new float[VectorLength];
for (int i = 0; i < VectorLength - 1; ++i)
{
string hex = match.Groups[i + 1].Value;
result[i] = byte.Parse(hex, NumberStyles.HexNumber, CultureInfo.InvariantCulture.NumberFormat) / (float)byte.MaxValue;
}
string aa = match.Groups[VectorLength].Value;
result[VectorLength - 1] = aa != string.Empty ? byte.Parse(aa, NumberStyles.HexNumber, CultureInfo.InvariantCulture.NumberFormat) / (float)byte.MaxValue : 1f;
return result.ToColor();
}
/// <summary>
/// Parses asynchronously a <see cref="Color" /> from an HTML string (#RRGGBB or #RRGGBBAA).
/// </summary>
/// <param name="html">Source HTML string</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>An awaitable <see cref="Task" /> that returns the parsed color</returns>
/// <exception cref="FormatException">The string had an incorrect format</exception>
public static Task<Color?> ParseAsync(string html, CancellationToken ct = default)
{
return Task.Run(() => TryParse(html, out Color result) ? result : (Color?)null, ct);
}
#endregion
#region Private Types & Data
private const int VectorLength = 4;
private const string StringFormatRGBA = "#{0:X2}{1:X2}{2:X2}{3:X2}";
private const string StringFormatRGB = "#{0:X2}{1:X2}{2:X2}";
private const string RegexPattern = "^#?([0-9A-F]{2})([0-9A-F]{2})([0-9A-F]{2})([0-9A-F]{2})?$";
private static readonly Regex _regex = new Regex(RegexPattern);
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ImageExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.System;
using UltimateXR.Extensions.System.IO;
using UnityEngine.UI;
namespace UltimateXR.Extensions.Unity.Render
{
/// <summary>
/// <see cref="Image" /> extensions.
/// </summary>
public static class ImageExt
{
#region Public Methods
/// <summary>
/// Loads a sprite asynchronously from a base64 encoded string and assigns it to the
/// <see cref="Image.overrideSprite" /> property of an <see cref="Image" />.
/// </summary>
/// <param name="self">Target <see cref="Image" /></param>
/// <param name="base64">Base64 encoded string. See <see cref="SpriteExt.ReadSpriteBase64Async" /></param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <exception cref="ArgumentNullException"><paramref name="base64" /> is null or empty</exception>
/// <exception cref="OperationCanceledException">Task canceled using <paramref name="ct" /></exception>
/// <exception cref="FormatException">
/// The length of <paramref name="base64" />, ignoring white-space characters, is not
/// zero or a multiple of 4
/// </exception>
public static async Task OverrideSpriteFromBase64Async(this Image self, string base64, CancellationToken ct = default)
{
self.ThrowIfNull(nameof(self));
self.overrideSprite = await SpriteExt.ReadSpriteBase64Async(self, base64, ct);
}
/// <summary>
/// Loads a sprite asynchronously from an URI and assigns it to the <see cref="Image.overrideSprite" /> property of an
/// <see cref="Image" />.
/// </summary>
/// <param name="self">Target image</param>
/// <param name="uri">File location. See <see cref="FileExt.Read" /></param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns></returns>
/// <exception cref="ArgumentNullException"><paramref name="uri" /> is null or empty</exception>
/// <exception cref="OperationCanceledException">Task canceled using <paramref name="ct" /></exception>
/// <exception cref="FileNotFoundException">The file specified in <paramref name="uri" /> was not found</exception>
/// <exception cref="NotSupportedException"><paramref name="uri" /> is in an invalid format</exception>
/// <exception cref="IOException">An I/O error occurred while opening the file</exception>
/// <exception cref="InvalidOperationException">The stream is currently in use by a previous read operation</exception>
public static async Task OverrideSpriteFromUriAsync(this Image self, string uri, CancellationToken ct = default)
{
self.ThrowIfNull(nameof(self));
self.overrideSprite = await SpriteExt.ReadSpriteFileAsync(self, uri, ct);
}
/// <summary>
/// Tries to load a sprite asynchronously from an URI and assign it to the <see cref="Image.overrideSprite" /> property
/// of an <see cref="Image" />.
/// </summary>
/// <param name="self">Target image</param>
/// <param name="uri">File location. See <see cref="FileExt.Read" /></param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>
/// Whether the sprite was correctly load and the <see cref="Image" /> had its <see cref="Image.overrideSprite" />
/// assigned
/// </returns>
public static async Task<bool> TryOverrideSpriteFromUriAsync(this Image self, string uri, CancellationToken ct = default)
{
try
{
await self.OverrideSpriteFromUriAsync(uri, ct);
return true;
}
catch
{
return false;
}
}
/// <summary>
/// Tries to load a sprite asynchronously from a base64 encoded string and assign it to the
/// <see cref="Image.overrideSprite" /> property of an <see cref="Image" />.
/// </summary>
/// <param name="self">Target image</param>
/// <param name="base64">Base64 encoded string with the image file content</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>
/// Whether the sprite was correctly load and the <see cref="Image" /> had its <see cref="Image.overrideSprite" />
/// assigned
/// </returns>
public static async Task<bool> TryOverrideSpriteFromBase64Async(this Image self, string base64, CancellationToken ct)
{
try
{
await self.OverrideSpriteFromBase64Async(base64, ct);
return true;
}
catch
{
return false;
}
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="LODGroupExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Render
{
/// <summary>
/// <see cref="LODGroup" /> extensions.
/// Most functionality has been copied from:
/// https://github.com/JulienHeijmans/EditorScripts/blob/master/Scripts/Utility/Editor/LODExtendedUtility.cs, which
/// in turn copied functionality from:
/// https://github.com/Unity-Technologies/AutoLOD/blob/master/Scripts/Extensions/LODGroupExtensions.cs
/// </summary>
public static class LODGroupExt
{
#region Public Methods
/// <summary>
/// Gets the LOD level index that should be enabled from a specific view.
/// </summary>
/// <param name="lodGroup">Component to check</param>
/// <param name="camera">Camera to use as point of view</param>
/// <returns>LOD level index that should be enabled</returns>
public static int GetVisibleLevel(this LODGroup lodGroup, Camera camera)
{
if (camera == null)
{
return lodGroup.lodCount - 1;
}
var lods = lodGroup.GetLODs();
var relativeHeight = GetRelativeHeight(lodGroup, camera);
int lodIndex = lodGroup.lodCount - 1;
for (int i = 0; i < lods.Length; i++)
{
var lod = lods[i];
if (relativeHeight >= lod.screenRelativeTransitionHeight)
{
lodIndex = i;
break;
}
}
return lodIndex;
}
/// <summary>
/// Manually enables all renderers belonging to a LOD level.
/// </summary>
/// <param name="lodGroup">Component to process</param>
/// <param name="level">Level whose renderers to enable</param>
public static void EnableLevelRenderers(this LODGroup lodGroup, int level)
{
var lods = lodGroup.GetLODs();
for (int i = 0; i < lods.Length; i++)
{
foreach (Renderer renderer in lods[i].renderers)
{
if (renderer != null)
{
renderer.enabled = i == level;
}
}
}
}
/// <summary>
/// Manually enables the renderers from all LOD levels.
/// </summary>
/// <param name="lodGroup">Component to process</param>
public static void EnableAllLevelRenderers(this LODGroup lodGroup)
{
var lods = lodGroup.GetLODs();
for (int i = 0; i < lods.Length; i++)
{
foreach (Renderer renderer in lods[i].renderers)
{
if (renderer != null)
{
renderer.enabled = true;
}
}
}
}
#endregion
#region Private Methods
/// <summary>
/// Computes the relative height in the camera view.
/// </summary>
/// <param name="lodGroup">Component to check</param>
/// <param name="camera">Camera to use as point of view</param>
/// <returns>Relative height</returns>
private static float GetRelativeHeight(LODGroup lodGroup, Camera camera)
{
var distance = (lodGroup.transform.TransformPoint(lodGroup.localReferencePoint) - camera.transform.position).magnitude;
return DistanceToRelativeHeight(camera, distance / QualitySettings.lodBias, GetWorldSpaceSize(lodGroup));
}
/// <summary>
/// Computes the relative height in the camera view.
/// </summary>
/// <param name="camera">Camera to use as point of view</param>
/// <param name="distance">Distance to the camera</param>
/// <param name="size">Largest axis in world-space</param>
/// <returns>Relative height</returns>
private static float DistanceToRelativeHeight(Camera camera, float distance, float size)
{
if (camera.orthographic)
{
return size * 0.5F / camera.orthographicSize;
}
var halfAngle = Mathf.Tan(Mathf.Deg2Rad * camera.fieldOfView * 0.5F);
var relativeHeight = size * 0.5F / (distance * halfAngle);
return relativeHeight;
}
/// <summary>
/// Computes the largest axis of the <see cref="LODGroup" /> in world-space.
/// </summary>
/// <param name="lodGroup">Component to process</param>
/// <returns>World space size</returns>
private static float GetWorldSpaceSize(LODGroup lodGroup)
{
return GetWorldSpaceScale(lodGroup.transform) * lodGroup.size;
}
/// <summary>
/// Computes the largest scale axis.
/// </summary>
/// <param name="transform">Transform to get the largest scale of</param>
/// <returns>Largest scale axis</returns>
private static float GetWorldSpaceScale(Transform transform)
{
var scale = transform.lossyScale;
float largestAxis = Mathf.Abs(scale.x);
largestAxis = Mathf.Max(largestAxis, Mathf.Abs(scale.y));
largestAxis = Mathf.Max(largestAxis, Mathf.Abs(scale.z));
return largestAxis;
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="MeshExt.ExtractSubMeshOperation.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
namespace UltimateXR.Extensions.Unity.Render
{
public static partial class MeshExt
{
#region Public Types & Data
/// <summary>
/// Enumerates possible mesh extraction algorithms.
/// </summary>
public enum ExtractSubMeshOperation
{
/// <summary>
/// Creates a new mesh copying all the mesh that is influenced by the bone or any of its children.
/// </summary>
BoneAndChildren,
/// <summary>
/// Creates a new mesh copying all the mesh that is not influenced by the reference bone or any of its children.
/// </summary>
NotFromBoneOrChildren
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="MeshExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using System.Linq;
using UltimateXR.Animation.Splines;
using UltimateXR.Core;
using UltimateXR.Extensions.System.Collections;
using UltimateXR.Extensions.Unity.Math;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Render
{
/// <summary>
/// <see cref="Mesh" /> extensions.
/// </summary>
public static partial class MeshExt
{
#region Public Methods
/// <summary>
/// Creates a quad mesh <see cref="Mesh" />.
/// </summary>
/// <param name="size">Quad size (total width and height)</param>
/// <returns>Quad <see cref="Mesh" /></returns>
public static Mesh CreateQuad(float size)
{
Mesh quadMesh = new Mesh();
float halfSize = size * 0.5f;
quadMesh.vertices = new[] { new Vector3(halfSize, halfSize, 0.0f), new Vector3(halfSize, -halfSize, 0.0f), new Vector3(-halfSize, -halfSize, 0.0f), new Vector3(-halfSize, halfSize, 0.0f) };
quadMesh.uv = new[] { new Vector2(1.0f, 1.0f), new Vector2(1.0f, 0.0f), new Vector2(0.0f, 0.0f), new Vector2(0.0f, 1.0f) };
quadMesh.triangles = new[] { 0, 2, 1, 0, 3, 2 };
return quadMesh;
}
/// <summary>
/// Creates a <see cref="Mesh" /> tessellating a <see cref="UxrSpline" />
/// </summary>
/// <param name="spline">Spline to evaluate</param>
/// <param name="subdivisions">Number of subdivisions along the spline axis</param>
/// <param name="sides">Number of subdivisions in the section</param>
/// <param name="radius">Section radius</param>
/// <returns><see cref="Mesh" /> with the tessellated <see cref="UxrSpline" /></returns>
public static Mesh CreateSpline(UxrSpline spline, int subdivisions, int sides, float radius)
{
subdivisions = Mathf.Max(subdivisions, 2);
sides = Mathf.Max(sides, 3);
Mesh splineMesh = new Mesh();
// Create mesh
Vector3[] vertices = new Vector3[subdivisions * (sides + 1)];
Vector3[] normals = new Vector3[vertices.Length];
Vector2[] mapping = new Vector2[vertices.Length];
int[] indices = new int[(subdivisions - 1) * sides * 2 * 3];
for (int sub = 0; sub < subdivisions; ++sub)
{
float arcLength = sub / (subdivisions - 1.0f) * spline.ArcLength;
float normalizedArcLength = arcLength / spline.ArcLength;
spline.EvaluateUsingArcLength(arcLength, out Vector3 splinePosition, out Vector3 splineDirection);
Vector3 perpendicular = splineDirection.GetPerpendicularVector().normalized * radius;
Vector3 vertexStart = splinePosition + perpendicular;
for (int side = 0; side < sides + 1; ++side)
{
int vertexIndex = sub * (sides + 1) + side;
int faceBase = sub * sides * 2 * 3 + side * 2 * 3;
float rotation = side / (float)sides;
float degrees = 360.0f * rotation;
vertices[vertexIndex] = vertexStart.GetRotationAround(splinePosition, splineDirection, degrees);
mapping[vertexIndex] = new Vector2(rotation, normalizedArcLength);
normals[vertexIndex] = (vertices[vertexIndex] - splinePosition).normalized;
if (side < sides && sub < subdivisions - 1)
{
indices[faceBase + 0] = vertexIndex;
indices[faceBase + 1] = vertexIndex + 1;
indices[faceBase + 2] = vertexIndex + sides + 1;
indices[faceBase + 3] = vertexIndex + 1;
indices[faceBase + 4] = vertexIndex + sides + 2;
indices[faceBase + 5] = vertexIndex + sides + 1;
}
}
}
splineMesh.vertices = vertices;
splineMesh.uv = mapping;
splineMesh.normals = normals;
splineMesh.triangles = indices;
return splineMesh;
}
/// <summary>
/// Creates a new mesh from a skinned mesh renderer based on a reference bone and an extract operation.
/// </summary>
/// <param name="skin">Skin to process</param>
/// <param name="bone">Reference bone</param>
/// <param name="extractOperation">Which part of the skinned mesh to extract</param>
/// <param name="weightThreshold">Bone weight threshold above which the vertices will be extracted</param>
/// <returns>New mesh</returns>
public static Mesh ExtractSubMesh(SkinnedMeshRenderer skin, Transform bone, ExtractSubMeshOperation extractOperation, float weightThreshold = UxrConstants.Geometry.SignificantBoneWeight)
{
Mesh newMesh = new Mesh();
// Create dictionary to check which bones belong to the hierarchy
Dictionary<int, bool> areHierarchyBones = new Dictionary<int, bool>();
Vector3[] vertices = skin.sharedMesh.vertices;
Vector3[] normals = skin.sharedMesh.normals;
Vector2[] uv = skin.sharedMesh.uv;
BoneWeight[] boneWeights = skin.sharedMesh.boneWeights;
Transform[] bones = skin.bones;
for (int i = 0; i < bones.Length; ++i)
{
areHierarchyBones.Add(i, bones[i].HasParent(bone));
}
// Create filtered mesh
List<List<int>> newTriangles = new List<List<int>>();
Dictionary<int, int> old2New = new Dictionary<int, int>();
List<Vector3> newVertices = new List<Vector3>();
List<Vector3> newNormals = new List<Vector3>();
List<Vector2> newUV = new List<Vector2>();
List<BoneWeight> newBoneWeights = new List<BoneWeight>();
bool VertexMeetsRequirement(bool isFromHierarchy)
{
switch (extractOperation)
{
case ExtractSubMeshOperation.BoneAndChildren: return isFromHierarchy;
case ExtractSubMeshOperation.NotFromBoneOrChildren: return !isFromHierarchy;
}
return false;
}
for (int submesh = 0; submesh < skin.sharedMesh.subMeshCount; ++submesh)
{
int[] submeshIndices = skin.sharedMesh.GetTriangles(submesh);
List<int> newSubmeshIndices = new List<int>();
for (int t = 0; t < submeshIndices.Length / 3; t++)
{
float totalWeight = 0.0f;
for (int v = 0; v < 3; v++)
{
BoneWeight boneWeight = boneWeights[submeshIndices[t * 3 + v]];
if (areHierarchyBones.TryGetValue(boneWeight.boneIndex0, out bool isFromHierarchy) && VertexMeetsRequirement(isFromHierarchy))
{
totalWeight += boneWeight.weight0;
}
if (areHierarchyBones.TryGetValue(boneWeight.boneIndex1, out isFromHierarchy) && VertexMeetsRequirement(isFromHierarchy))
{
totalWeight += boneWeight.weight1;
}
if (areHierarchyBones.TryGetValue(boneWeight.boneIndex2, out isFromHierarchy) && VertexMeetsRequirement(isFromHierarchy))
{
totalWeight += boneWeight.weight2;
}
if (areHierarchyBones.TryGetValue(boneWeight.boneIndex3, out isFromHierarchy) && VertexMeetsRequirement(isFromHierarchy))
{
totalWeight += boneWeight.weight3;
}
}
if (totalWeight > weightThreshold)
{
for (int v = 0; v < 3; v++)
{
int oldIndex = submeshIndices[t * 3 + v];
if (!old2New.ContainsKey(oldIndex))
{
old2New.Add(oldIndex, old2New.Count);
newVertices.Add(vertices[oldIndex]);
newNormals.Add(normals[oldIndex]);
newUV.Add(uv[oldIndex]);
newBoneWeights.Add(boneWeights[oldIndex]);
}
newSubmeshIndices.Add(old2New[oldIndex]);
}
}
}
newTriangles.Add(newSubmeshIndices);
}
// Create new mesh
newMesh.vertices = newVertices.ToArray();
newMesh.normals = newNormals.ToArray();
newMesh.uv = newUV.ToArray();
newMesh.boneWeights = newBoneWeights.ToArray();
// Create and assign new triangle list
newMesh.subMeshCount = newTriangles.Count;
for (int submesh = 0; submesh < newTriangles.Count; ++submesh)
{
newMesh.SetTriangles(newTriangles[submesh].ToArray(), submesh);
}
return newMesh;
}
/// <summary>
/// Computes the number of vertices that a bone influences in a skinned mesh.
/// </summary>
/// <param name="skin">Skinned mesh</param>
/// <param name="bone">Bone to check</param>
/// <param name="weightThreshold">Weight above which will be considered significant influence</param>
/// <returns>
/// Number of vertices influenced by <paramref name="bone" /> with a weight above
/// <paramref name="weightThreshold" />.
/// </returns>
public static int GetBoneInfluenceVertexCount(SkinnedMeshRenderer skin, Transform bone, float weightThreshold = UxrConstants.Geometry.SignificantBoneWeight)
{
Transform[] skinBones = skin.bones;
int boneIndex = skinBones.IndexOf(bone);
if (boneIndex == -1)
{
return 0;
}
BoneWeight[] boneWeights = skin.sharedMesh.boneWeights;
return boneWeights.Count(w => HasBoneInfluence(w, boneIndex, weightThreshold));
}
/// <summary>
/// Computes the number of vertices that a bone influences in a skinned mesh.
/// </summary>
/// <param name="skin">Skinned mesh</param>
/// <param name="bone">Bone to check</param>
/// <param name="weightThreshold">Weight above which to consider significant influence</param>
/// <returns>
/// Number of vertices influenced by <paramref name="bone" /> with a weight above
/// <paramref name="weightThreshold" />
/// </returns>
public static bool HasBoneInfluence(SkinnedMeshRenderer skin, Transform bone, float weightThreshold = UxrConstants.Geometry.SignificantBoneWeight)
{
Transform[] skinBones = skin.bones;
int boneIndex = skinBones.IndexOf(bone);
if (boneIndex == -1)
{
return false;
}
BoneWeight[] boneWeights = skin.sharedMesh.boneWeights;
return boneWeights.Any(w => HasBoneInfluence(w, boneIndex, weightThreshold));
}
/// <summary>
/// Checks whether a given bone index has influence on a skinned mesh vertex.
/// </summary>
/// <param name="boneWeight">Vertex's bone weight information</param>
/// <param name="boneIndex">Bone index</param>
/// <param name="weightThreshold">Weight above which will be considered significant influence</param>
/// <returns>Whether the bone influences the vertex in a significant amount</returns>
public static bool HasBoneInfluence(in BoneWeight boneWeight, int boneIndex, float weightThreshold = UxrConstants.Geometry.SignificantBoneWeight)
{
if (boneWeight.boneIndex0 == boneIndex && boneWeight.weight0 > weightThreshold)
{
return true;
}
if (boneWeight.boneIndex1 == boneIndex && boneWeight.weight1 > weightThreshold)
{
return true;
}
if (boneWeight.boneIndex2 == boneIndex && boneWeight.weight2 > weightThreshold)
{
return true;
}
if (boneWeight.boneIndex3 == boneIndex && boneWeight.weight3 > weightThreshold)
{
return true;
}
return false;
}
/// <summary>
/// Computes the bounding box that contains all the vertices that a bone has influence on in a skinned mesh. The
/// bounding box is computed in local bone space.
/// </summary>
/// <param name="skin">Skinned mesh</param>
/// <param name="bone">Bone to check</param>
/// <param name="weightThreshold">Weight above which to consider significant influence</param>
/// <returns>
/// Bounding box in local <paramref name="bone" /> coordinates.
/// </returns>
public static Bounds GetBoneInfluenceBounds(SkinnedMeshRenderer skin, Transform bone, float weightThreshold = UxrConstants.Geometry.SignificantBoneWeight)
{
Transform[] skinBones = skin.bones;
int boneIndex = skinBones.IndexOf(bone);
if (boneIndex == -1)
{
return new Bounds();
}
Vector3[] vertices = skin.sharedMesh.vertices;
BoneWeight[] boneWeights = skin.sharedMesh.boneWeights;
Transform[] bones = skin.bones;
Matrix4x4[] boneBindPoses = skin.sharedMesh.bindposes;
Vector3 min = Vector3.zero;
Vector3 max = Vector3.zero;
bool initialized = false;
for (int i = 0; i < boneWeights.Length; ++i)
{
if (HasBoneInfluence(boneWeights[i], boneIndex, weightThreshold))
{
Vector3 localVertex = bones[boneIndex].InverseTransformPoint(GetSkinnedWorldVertex(skin, boneWeights[i], vertices[i], bones, boneBindPoses));
if (!initialized)
{
initialized = true;
min = localVertex;
max = localVertex;
}
else
{
min = Vector3Ext.Min(localVertex, min);
max = Vector3Ext.Max(localVertex, max);
}
}
}
return new Bounds((min + max) * 0.5f, max - min);
}
/// <summary>
/// Gets a skinned vertex in world coordinates.
/// </summary>
/// <param name="skin">Skin</param>
/// <param name="boneWeight">Vertex bone weights info</param>
/// <param name="vertex">Vertex in local skin coordinates when the skin is in the bind pose</param>
/// <param name="bones">Bone list</param>
/// <param name="boneBindPoses">Bone bind poses</param>
/// <returns>Vertex in world coordinates</returns>
public static Vector3 GetSkinnedWorldVertex(SkinnedMeshRenderer skin, BoneWeight boneWeight, Vector3 vertex, Transform[] bones, Matrix4x4[] boneBindPoses)
{
Vector3 result = Vector3.zero;
if (boneWeight.weight0 > UxrConstants.Geometry.SmallestBoneWeight)
{
result += bones[boneWeight.boneIndex0].localToWorldMatrix.MultiplyPoint(boneBindPoses[boneWeight.boneIndex0].MultiplyPoint(vertex)) * boneWeight.weight0;
}
if (boneWeight.weight1 > UxrConstants.Geometry.SmallestBoneWeight)
{
result += bones[boneWeight.boneIndex1].localToWorldMatrix.MultiplyPoint(boneBindPoses[boneWeight.boneIndex1].MultiplyPoint(vertex)) * boneWeight.weight1;
}
if (boneWeight.weight2 > UxrConstants.Geometry.SmallestBoneWeight)
{
result += bones[boneWeight.boneIndex2].localToWorldMatrix.MultiplyPoint(boneBindPoses[boneWeight.boneIndex2].MultiplyPoint(vertex)) * boneWeight.weight2;
}
if (boneWeight.weight3 > UxrConstants.Geometry.SmallestBoneWeight)
{
result += bones[boneWeight.boneIndex3].localToWorldMatrix.MultiplyPoint(boneBindPoses[boneWeight.boneIndex3].MultiplyPoint(vertex)) * boneWeight.weight3;
}
return result;
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="RendererExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UltimateXR.Extensions.System;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Render
{
/// <summary>
/// <see cref="Renderer" /> extensions.
/// </summary>
public static class RendererExt
{
#region Public Methods
/// <summary>
/// Calculates the <see cref="Bounds" /> encapsulating a set of renderers.
/// </summary>
/// <param name="renderers">Renderers to compute the bounds for</param>
/// <returns><see cref="Bounds" /> encapsulating all renderers</returns>
public static Bounds CalculateBounds(this IEnumerable<Renderer> renderers)
{
renderers.ThrowIfNull(nameof(renderers));
Bounds bounds = default;
bool isFirst = true;
foreach (Renderer r in renderers)
{
Bounds b = r.bounds;
if (isFirst)
{
bounds = r.bounds;
isFirst = false;
}
else
{
bounds.Encapsulate(b);
}
}
return bounds;
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ShaderExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Render
{
/// <summary>
/// <see cref="Shader" /> extensions.
/// </summary>
public static class ShaderExt
{
#region Public Types & Data
public const string ShaderBase = "UltimateXR/";
public static Shader UnlitAdditiveColor => Shader.Find($"{ShaderBase}Basic Unlit/Unlit Additive Color");
public static Shader UnlitTransparentColor => Shader.Find($"{ShaderBase}Basic Unlit/Unlit Transparent Color");
public static Shader UnlitTransparentColorNoDepthTest => Shader.Find($"{ShaderBase}Basic Unlit/Unlit Transparent Color (No Depth Test)");
public static Shader UnlitOverlayFade => Shader.Find($"{ShaderBase}Basic Unlit/Overlay Fade");
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="SpriteExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.System.IO;
using UnityEngine;
using UnityEngine.UI;
namespace UltimateXR.Extensions.Unity.Render
{
/// <summary>
/// <see cref="Sprite" /> extensions.
/// </summary>
public static class SpriteExt
{
#region Public Methods
/// <summary>
/// Creates a sprite, for a given <see cref="Image" /> using a <see cref="Texture2D" />.
/// </summary>
/// <param name="targetImage">Image component the sprite will be used for</param>
/// <param name="texture2D">Texture</param>
/// <returns>Loaded sprite</returns>
public static Sprite FromTexture(Image targetImage, Texture2D texture2D)
{
RectTransform t = targetImage.rectTransform;
Vector2 size = t.sizeDelta;
Rect rect = new Rect(0.0f, 0.0f, size.x, size.y);
return Sprite.Create(texture2D, rect, t.pivot);
}
/// <summary>
/// Loads asynchronously a sprite from a given file <paramref name="uri" />. See <see cref="FileExt.Read" /> for
/// information on the file location.
/// </summary>
/// <param name="targetImage">Image component the sprite will be used for</param>
/// <param name="uri">File location. <see cref="FileExt.Read" /> for more information</param>
/// <param name="ct">Optional cancellation token, to cancel the operation.</param>
/// <returns>An awaitable <seealso cref="Task" /> that returns the loaded sprite</returns>
/// <exception cref="ArgumentNullException"><paramref name="uri" /> is null or empty</exception>
/// <exception cref="OperationCanceledException">Task canceled using <paramref name="ct" /></exception>
/// <exception cref="FileNotFoundException">The file specified in <paramref name="uri" /> was not found.</exception>
/// <exception cref="NotSupportedException"><paramref name="uri" /> is in an invalid format.</exception>
/// <exception cref="IOException">An I/O error occurred while opening the file.</exception>
/// <exception cref="InvalidOperationException">The stream is currently in use by a previous read operation.</exception>
public static async Task<Sprite> ReadSpriteFileAsync(Image targetImage, string uri, CancellationToken ct = default)
{
Texture2D texture2D = await Texture2DExt.FromFile(uri, ct);
RectTransform t = targetImage.rectTransform;
Vector2 size = t.sizeDelta;
Rect rect = new Rect(0.0f, 0.0f, size.x, size.y);
return Sprite.Create(texture2D, rect, t.pivot);
}
/// <summary>
/// Loads asynchronously a sprite encoded in a base64 <see cref="string" />.
/// </summary>
/// <param name="targetImage">Image component the sprite will be used for</param>
/// <param name="base64">String encoding the file in base64</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <returns>An awaitable <seealso cref="Task" /> that returns the loaded sprite</returns>
/// <exception cref="ArgumentNullException"><paramref name="base64" /> is null or empty</exception>
/// <exception cref="OperationCanceledException">Task canceled using <paramref name="ct" /></exception>
/// <exception cref="FormatException">
/// The length of <paramref name="base64" />, ignoring white-space characters, is not
/// zero or a multiple of 4.
/// </exception>
public static async Task<Sprite> ReadSpriteBase64Async(Image targetImage, string base64, CancellationToken ct = default)
{
Texture2D texture2D = await Texture2DExt.FromBase64(base64, ct);
RectTransform t = targetImage.rectTransform;
Vector2 size = t.sizeDelta;
Rect rect = new Rect(0.0f, 0.0f, size.x, size.y);
return Sprite.Create(texture2D, rect, t.pivot);
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Texture2DExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.System;
using UltimateXR.Extensions.System.IO;
using UnityEngine;
namespace UltimateXR.Extensions.Unity.Render
{
/// <summary>
/// <see cref="Texture2D" /> extensions.
/// </summary>
public static class Texture2DExt
{
#region Public Methods
/// <summary>
/// Creates a texture with a flat color.
/// </summary>
/// <param name="width">Width in pixels</param>
/// <param name="height">Height in pixels</param>
/// <param name="color">Color to fill the texture with</param>
/// <returns>The created <see cref="Texture2D" /> object</returns>
public static Texture2D Create(int width, int height, Color32 color)
{
Texture2D tex = new Texture2D(width, height);
Color32[] pixels = new Color32[width * height];
for (int i = 0; i < pixels.Length; ++i)
{
pixels[i] = color;
}
tex.SetPixels32(pixels);
tex.Apply();
return tex;
}
/// <summary>
/// Loads asynchronously a texture from a given file <paramref name="uri" />. See <see cref="FileExt.Read" /> for
/// information on the file location.
/// </summary>
/// <param name="uri">Location of the texture file. See <see cref="FileExt.Read" /></param>
/// <param name="ct">Optional cancellation token, to cancel the operation.</param>
/// <returns>An awaitable <seealso cref="Task" /> that returns the loaded texture</returns>
/// <exception cref="ArgumentNullException"><paramref name="uri" /> is null or empty</exception>
/// <exception cref="OperationCanceledException">Task canceled using <paramref name="ct" /></exception>
/// <exception cref="FileNotFoundException">The file specified in <paramref name="uri" /> was not found.</exception>
/// <exception cref="NotSupportedException"><paramref name="uri" /> is in an invalid format.</exception>
/// <exception cref="IOException">An I/O error occurred while opening the file.</exception>
/// <exception cref="InvalidOperationException">The stream is currently in use by a previous read operation. </exception>
public static async Task<Texture2D> FromFile(string uri, CancellationToken ct = default)
{
byte[] bytes = await FileExt.Read(uri, ct);
return FromBytes(bytes);
}
/// <summary>
/// Loads asynchronously a texture from a file encoded in a base64 <seealso cref="string" />.
/// </summary>
/// <param name="base64">The base 64 image string</param>
/// <param name="ct">Optional cancellation token, to cancel the operation</param>
/// <exception cref="ArgumentNullException"><paramref name="base64" /> is null or empty</exception>
/// <exception cref="OperationCanceledException">Task canceled using <paramref name="ct" /></exception>
/// <exception cref="FormatException">
/// The length of <paramref name="base64" />, ignoring white-space characters, is not
/// zero or a multiple of 4.
/// </exception>
/// <returns>An awaitable <see cref="Task" /> that returns the loaded texture, or null if it could not be loaded</returns>
public static async Task<Texture2D> FromBase64(string base64, CancellationToken ct = default)
{
base64.ThrowIfNullOrWhitespace(nameof(base64));
// Screenshot is from a file embedded in a string in base64 format
byte[] bytes = await Task.Run(() => Convert.FromBase64String(base64), ct);
return FromBytes(bytes);
}
/// <summary>
/// Loads a texture from a file loaded in a byte array.
/// </summary>
/// <param name="bytes">Image file byte array</param>
/// <returns>The loaded <see cref="Texture2D" /></returns>
public static Texture2D FromBytes(byte[] bytes)
{
bytes.ThrowIfNull(nameof(bytes));
var tex = new Texture2D(2, 2);
tex.LoadImage(bytes);
return tex;
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="SceneManagerExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.Unity.IO;
using UnityEngine.SceneManagement;
namespace UltimateXR.Extensions.Unity
{
/// <summary>
/// <see cref="SceneManager" /> extensions.
/// </summary>
public sealed class SceneManagerExt : SceneManager
{
#region Public Methods
/// <summary>
/// Creates an awaitable task that asynchronously loads a new scene.
/// </summary>
/// <param name="sceneName">Scene to load</param>
/// <param name="mode">Mode in which the scene will be loaded</param>
/// <param name="ct">Optional cancellation token, to cancel the task</param>
/// <returns>Awaitable task</returns>
public static Task Load(string sceneName, LoadSceneMode mode, CancellationToken ct = default)
{
return LoadSceneAsync(sceneName, mode).Wait(ct);
}
/// <summary>
/// Creates an awaitable task that asynchronously unloads a scene.
/// </summary>
/// <param name="sceneName">Scene to unload</param>
/// <param name="ct">Optional cancellation token, to cancel the task</param>
/// <returns>Awaitable task</returns>
public static Task Unload(string sceneName, CancellationToken ct = default)
{
return UnloadSceneAsync(sceneName).Wait(ct);
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ButtonExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using UltimateXR.Extensions.System.Threading;
using UnityEngine.UI;
namespace UltimateXR.Extensions.Unity.UI
{
/// <summary>
/// <see cref="Button" /> extensions.
/// </summary>
public static class ButtonExt
{
#region Public Methods
/// <summary>
/// Asynchronously waits until a <see cref="Button" /> is clicked.
/// </summary>
/// <param name="self">Button to wait for</param>
/// <param name="ct">Optional cancellation token, to cancel the task</param>
/// <returns>Awaitable task that will finish once the button was clicked or the <see cref="Task" /> was canceled</returns>
public static async Task WaitForClickAsync(this Button self, CancellationToken ct = default)
{
bool isClicked = false;
void ButtonClicked()
{
isClicked = true;
}
self.onClick.AddListener(ButtonClicked);
await TaskExt.WaitUntil(() => isClicked, ct);
self.onClick.RemoveListener(ButtonClicked);
}
/// <summary>
/// Asynchronously waits until a <see cref="Button" /> is clicked. Returns the <see cref="Button" /> that was clicked.
/// </summary>
/// <param name="self">Button to wait for</param>
/// <param name="ct">Optional cancellation token, to cancel the task</param>
/// <returns>
/// Awaitable task that will finish once the button was clicked or the <see cref="Task" /> was canceled, and that
/// returns the <see cref="Button" /> that was clicked
/// </returns>
public static async Task<Button> ReadAsync(this Button self, CancellationToken ct)
{
await self.WaitForClickAsync(ct);
return ct.IsCancellationRequested ? null : self;
}
/// <summary>
/// Asynchronously waits until a <see cref="Button" /> in a set is clicked. Returns the <see cref="Button" /> that was
/// clicked.
/// </summary>
/// <param name="ct">Cancellation token, to cancel the task</param>
/// <param name="buttons">Buttons to wait for</param>
/// <returns>
/// Awaitable task that will finish once a button was clicked or the <see cref="Task" /> was canceled, and that
/// returns the <see cref="Button" /> that was clicked
/// </returns>
public static Task<Button> ReadAsync(CancellationToken ct, params Button[] buttons)
{
return buttons.ReadAsync(ct);
}
/// <summary>
/// Asynchronously waits until a <see cref="Button" /> in a set is clicked. Returns the <see cref="Button" /> that was
/// clicked.
/// </summary>
/// <param name="buttons">Buttons to wait for</param>
/// <param name="ct">Optional cancellation token, to cancel the task</param>
/// <returns>
/// Awaitable task that will finish once a button was clicked or the <see cref="Task" /> was canceled, and that
/// returns the <see cref="Button" /> that was clicked
/// </returns>
public static async Task<Button> ReadAsync(this Button[] buttons, CancellationToken ct)
{
using CancellationTokenSource cts = CancellationTokenSource.CreateLinkedTokenSource(ct);
IEnumerable<Task<Button>> tasks = buttons.Select(b => b.ReadAsync(ct));
Task<Button> finishedTask = await Task.WhenAny(tasks);
if (!finishedTask.IsCanceled)
{
cts.Cancel();
}
return await finishedTask;
}
#endregion
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="GraphicExt.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
namespace UltimateXR.Extensions.Unity.UI
{
/// <summary>
/// <see cref="Graphic" /> extensions.
/// </summary>
public static class GraphicExt
{
#region Public Methods
/// <summary>
/// Sets the alpha value of a <see cref="Graphic" /> component.
/// </summary>
/// <param name="graphic">Target <see cref="Graphic" /> component to set the alpha value of</param>
/// <param name="alpha">New alpha value</param>
public static void SetAlpha(this Graphic graphic, float alpha)
{
Color color = graphic.color;
color.a = alpha;
graphic.color = color;
}
#endregion
}
}

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