bad-piggies-0.1.3-porting/Assets/Scripts/Assembly-CSharp/e2dUtils.cs

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2024-02-24 22:40:44 -05:00
using System;
using System.Diagnostics;
using UnityEngine;
public static class e2dUtils
{
private static bool DEBUG;
private static float sTimerStartTime;
private static string sTimerLabel;
public static bool DEBUG_REBUILD_ON_ENABLE
{
get
{
return DEBUG ? true : false;
}
}
public static bool DEBUG_INSPECTOR
{
get
{
return false;
}
}
public static bool DEBUG_GENERATOR_CURVE
{
get
{
return false;
}
}
public static bool DEBUG_CONTROL_TEXTURES
{
get
{
return false;
}
}
public static bool DEBUG_CURSOR_INFO
{
get
{
return false;
}
}
public static bool DEBUG_STRIPE_POINTS
{
get
{
return false;
}
}
public static bool DEBUG_SHOW_SUBOBJECTS
{
get
{
return true;
}
}
public static bool DEBUG_BOUNDARY_PROJECTIONS
{
get
{
return false;
}
}
public static bool DEBUG_NODE_VALUES
{
get
{
return false;
}
}
public static bool DEBUG_SHOW_WIREFRAME
{
get
{
return false;
}
}
public static bool DEBUG_NO_TARGET_AREA
{
get
{
return false;
}
}
public static bool DEBUG_FIXED_GENERATOR_SEED
{
get
{
return false;
}
}
public static string DEBUG_DUMP_STYLES
{
get
{
return (!DEBUG) ? string.Empty : string.Empty;
}
}
public static void Assert(bool variable)
{
if (!variable)
{
UnityEngine.Debug.LogError("!!! ASSERTION FAILED !!!");
UnityEngine.Object @object = null;
@object.GetHashCode();
}
}
public static void StartTimer(string label)
{
sTimerLabel = label;
sTimerStartTime = Time.realtimeSinceStartup;
}
public static void StopTimer()
{
UnityEngine.Debug.Log(sTimerLabel + " finished in " + (Time.realtimeSinceStartup - sTimerStartTime));
}
public static void Log(string message)
{
Type declaringType = new StackTrace(1).GetFrame(0).GetMethod().DeclaringType;
UnityEngine.Debug.Log(declaringType.Name + ": " + message);
}
public static void Error(string message)
{
UnityEngine.Debug.LogError(message);
}
public static void Warning(string message)
{
UnityEngine.Debug.LogWarning(message);
}
public static float Cross(Vector2 a, Vector2 b)
{
return a.x * b.y - a.y * b.x;
}
public static bool PointInTriangle(Vector2 P, Vector2 A, Vector2 B, Vector2 C)
{
Vector2 vector = C - A;
Vector2 vector2 = B - A;
Vector2 rhs = P - A;
float num = Vector2.Dot(vector, vector);
float num2 = Vector2.Dot(vector, vector2);
float num3 = Vector2.Dot(vector, rhs);
float num4 = Vector2.Dot(vector2, vector2);
float num5 = Vector2.Dot(vector2, rhs);
float num6 = 1f / (num * num4 - num2 * num2);
float num7 = (num4 * num3 - num2 * num5) * num6;
float num8 = (num * num5 - num2 * num3) * num6;
return num7 > 0f && num8 > 0f && num7 + num8 < 1f;
}
public static bool SegmentsIntersect(Vector2 a, Vector2 b, Vector2 c, Vector2 d)
{
Vector2 intersection;
return SegmentsIntersect(a, b, c, d, out intersection);
}
public static bool SegmentsIntersect(Vector2 a, Vector2 b, Vector2 c, Vector2 d, out Vector2 intersection)
{
intersection = Vector2.zero;
float num = (a.x - b.x) * (c.y - d.y) - (a.y - b.y) * (c.x - d.x);
if (Mathf.Abs(num) <= float.Epsilon)
{
return false;
}
intersection.x = ((c.x - d.x) * (a.x * b.y - a.y * b.x) - (a.x - b.x) * (c.x * d.y - c.y * d.x)) / num;
intersection.y = ((c.y - d.y) * (a.x * b.y - a.y * b.x) - (a.y - b.y) * (c.x * d.y - c.y * d.x)) / num;
float num2 = 0f;
if (Mathf.Abs(a.x - b.x) <= float.Epsilon || Mathf.Abs(a.y - b.y) <= float.Epsilon)
{
num2 = 0.01f;
}
if (intersection.x < Mathf.Min(a.x, b.x) - num2 || intersection.x > Mathf.Max(a.x, b.x) + num2)
{
return false;
}
if (intersection.y < Mathf.Min(a.y, b.y) - num2 || intersection.y > Mathf.Max(a.y, b.y) + num2)
{
return false;
}
float num3 = 0f;
if (Mathf.Abs(c.x - d.x) <= float.Epsilon || Mathf.Abs(c.y - d.y) <= float.Epsilon)
{
num3 = 0.01f;
}
if (intersection.x < Mathf.Min(c.x, d.x) - num3 || intersection.x > Mathf.Max(c.x, d.x) + num3)
{
return false;
}
if (intersection.y < Mathf.Min(c.y, d.y) - num3 || intersection.y > Mathf.Max(c.y, d.y) + num3)
{
return false;
}
return true;
}
public static bool LinesIntersect(Vector2 a, Vector2 b, Vector2 c, Vector2 d, out Vector2 result)
{
result = Vector2.zero;
float num = (a.x - b.x) * (c.y - d.y) - (a.y - b.y) * (c.x - d.x);
if (Mathf.Abs(num) < float.MinValue)
{
return false;
}
float x = ((c.x - d.x) * (a.x * b.y - a.y * b.x) - (a.x - b.x) * (c.x * d.y - c.y * d.x)) / num;
float y = ((c.y - d.y) * (a.x * b.y - a.y * b.x) - (a.y - b.y) * (c.x * d.y - c.y * d.x)) / num;
result.x = x;
result.y = y;
return true;
}
public static bool HalfLineAndLineIntersect(Vector2 a, Vector2 b, Vector2 c, Vector2 d, out Vector2 result)
{
result = Vector2.zero;
float num = (a.x - b.x) * (c.y - d.y) - (a.y - b.y) * (c.x - d.x);
if (Mathf.Abs(num) < float.MinValue)
{
return false;
}
result.x = ((c.x - d.x) * (a.x * b.y - a.y * b.x) - (a.x - b.x) * (c.x * d.y - c.y * d.x)) / num;
result.y = ((c.y - d.y) * (a.x * b.y - a.y * b.x) - (a.y - b.y) * (c.x * d.y - c.y * d.x)) / num;
if (Vector2.Dot(result, b - a) < 0f)
{
return false;
}
return true;
}
public static bool SegmentIntersectsPolygon(Vector2 a, Vector2 b, Vector2[] poly)
{
bool flag = false;
Vector2 c = poly[poly.Length - 1];
foreach (Vector2 vector in poly)
{
flag = flag || SegmentsIntersect(a, b, c, vector);
c = vector;
}
return flag;
}
public static bool PointInConvexPolygon(Vector2 p, Vector2[] poly)
{
bool flag = true;
Vector2 vector = poly[poly.Length - 1];
foreach (Vector2 vector2 in poly)
{
float num = Cross(vector2 - vector, p - vector);
flag = flag && num <= 0f;
vector = vector2;
}
return flag;
}
public static Vector2 Vector2dFromAngle(float angle)
{
angle *= (float)Math.PI / 180f;
return new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
}
public static float Lerp(float a, float b, float t)
{
return a * (1f - t) + b * t;
}
public static Vector3 Lerp(Vector3 a, Vector3 b, float t)
{
return new Vector3(Lerp(a.x, b.x, t), Lerp(a.y, b.y, t), Lerp(a.z, b.z, t));
}
}