using UnityEngine; public static class MathExtensions{ public static Vector3 Flatten(this Vector3 origin, float? x = null, float? y = null, float? z = null){ return new Vector3(x ?? origin.x, y ?? origin.y, z ?? origin.z); } public static Quaternion Flatten(this Quaternion input, float? x = null, float? y = null, float? z = null){ return Quaternion.Euler(input.eulerAngles.Flatten(x, y, z)); } public static Vector3 DirectionTo(this Vector3 origin, Vector3 to){ return (to - origin).normalized; } public static Vector3 ToVector3(this Vector2 vector2){ return new Vector3(vector2.x, 0f, vector2.y); } public static Vector2 ToVector2(this Vector3 vector3){ return new Vector2(vector3.x, vector3.z); } public static Color Alpha(this Color input, float newAlpha){ return new Color(input.r, input.g, input.b, newAlpha); } public static Quaternion SmoothDamp(Quaternion rot, Quaternion target, ref Quaternion deriv, float time) { if (Time.deltaTime < Mathf.Epsilon) return rot; // account for double-cover var Dot = Quaternion.Dot(rot, target); var Multi = Dot > 0f ? 1f : -1f; target.x *= Multi; target.y *= Multi; target.z *= Multi; target.w *= Multi; // smooth damp (nlerp approx) var Result = new Vector4( Mathf.SmoothDamp(rot.x, target.x, ref deriv.x, time), Mathf.SmoothDamp(rot.y, target.y, ref deriv.y, time), Mathf.SmoothDamp(rot.z, target.z, ref deriv.z, time), Mathf.SmoothDamp(rot.w, target.w, ref deriv.w, time) ).normalized; // ensure deriv is tangent var derivError = Vector4.Project(new Vector4(deriv.x, deriv.y, deriv.z, deriv.w), Result); deriv.x -= derivError.x; deriv.y -= derivError.y; deriv.z -= derivError.z; deriv.w -= derivError.w; return new Quaternion(Result.x, Result.y, Result.z, Result.w); } public static Vector2 Rotate(this Vector2 v, float delta) { return new Vector2( v.x * Mathf.Cos(delta) - v.y * Mathf.Sin(delta), v.x * Mathf.Sin(delta) + v.y * Mathf.Cos(delta) ); } }