//========= Copyright 2016-2023, HTC Corporation. All rights reserved. =========== using System; using System.Collections.Generic; using UnityEngine; namespace HTC.UnityPlugin.Utility { public static class ChangeProp { public static bool Set(ref T currentValue, T newValue, Func equalFunc = null) { if (equalFunc == null) { if (EqualityComparer.Default.Equals(currentValue, newValue)) { return false; } } else { if (equalFunc(currentValue, newValue)) { return false; } } currentValue = newValue; return true; } public static bool Vector3Equal(Vector3 a, Vector3 b) { return a == b; } // (a-b).mag < Vector3.kEpsilon public static bool Vector3AxisApprox(Vector3 a, Vector3 b) { return Mathf.Approximately(a.x, b.x) && Mathf.Approximately(a.y, b.y) && Mathf.Approximately(a.z, b.z); } public static bool Vector3DistanceApprox(Vector3 a, Vector3 b) { return Mathf.Approximately((a - b).sqrMagnitude, 0f); } public static bool Vector2Equal(Vector2 a, Vector2 b) { return a == b; } // (a-b).mag < Vector2.kEpsilon public static bool Vector2AxisApprox(Vector2 a, Vector2 b) { return Mathf.Approximately(a.x, b.x) && Mathf.Approximately(a.y, b.y); } public static bool Vector2DistanceApprox(Vector2 a, Vector2 b) { return Mathf.Approximately((a - b).sqrMagnitude, 0f); } public static bool QuaternionEqual(Quaternion a, Quaternion b) { return a == b; } // Dot(a,b) > 1f - Quaternion.kEpsilon public static bool QuaternionAngleApprox(Quaternion a, Quaternion b) { return Mathf.Approximately(Quaternion.Angle(a, b), 0f); } public static bool StringEmptyEqual(string a, string b) { var aEmpty = string.IsNullOrEmpty(a); var bEmpty = string.IsNullOrEmpty(b); return aEmpty ? bEmpty : (!bEmpty && a == b); } } }