TaiZhouCangChu_VRanime/Assets/HTC.UnityPlugin/Utility/ChangeProp.cs

49 lines
2.0 KiB
C#

//========= 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<T>(ref T currentValue, T newValue, Func<T, T, bool> equalFunc = null)
{
if (equalFunc == null)
{
if (EqualityComparer<T>.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);
}
}
}