Unity 使用this关键字进行函数拓展 - Math
【摘要】
using UnityEngine;using Random = UnityEngine.Random; using System;using System.Collections.Generic; namespace SK.Framework{ /// <summary> /// 算术相关拓展 /// &...
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using UnityEngine;
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using Random = UnityEngine.Random;
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using System;
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using System.Collections.Generic;
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namespace SK.Framework
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{
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/// <summary>
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/// 算术相关拓展
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/// </summary>
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public static class MathExtension
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{
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/// <summary>
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/// 保留小数指定位数
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/// </summary>
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/// <param name="self">float值</param>
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/// <param name="point">保留位置</param>
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/// <returns>保留指定小数位数后的float值</returns>
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public static float Round(this float self, int point)
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{
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int scale = 1;
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for (int i = 0; i < point; i++)
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{
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scale *= 10;
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}
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self *= scale;
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return Mathf.Round(self) / scale;
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}
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/// <summary>
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/// 判断是否约等于目标值
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/// </summary>
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/// <param name="self">float值</param>
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/// <param name="targetValue">目标值</param>
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/// <returns>若约等于则返回true,否则返回false</returns>
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public static bool IsApproximately(this float self, float targetValue)
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{
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return Mathf.Approximately(self, targetValue);
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}
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/// <summary>
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/// 阶乘
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/// </summary>
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/// <param name="self">int值</param>
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/// <returns>阶乘结果</returns>
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public static int Fact(this int self)
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{
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if (self == 0)
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{
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return 1;
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}
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else
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{
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return self * Fact(self - 1);
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}
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}
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/// <summary>
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/// 平方和根
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/// </summary>
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/// <param name="x">int值</param>
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/// <param name="y">int值</param>
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/// <returns>x与y的平方和根</returns>
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public static float Sqrt(this int x, int y)
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{
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int n2 = x ^ 2 + y ^ 2;
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return Mathf.Sqrt(n2);
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}
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/// <summary>
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/// 获取随机元素
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/// </summary>
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/// <typeparam name="T">元素类型</typeparam>
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/// <param name="self">数组</param>
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/// <returns>随机值</returns>
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public static T GetRandomValue<T>(this T[] self)
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{
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return self[Random.Range(0, self.Length)];
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}
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/// <summary>
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/// 获取随机元素
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/// </summary>
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/// <typeparam name="T">元素类型</typeparam>
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/// <param name="self">列表</param>
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/// <returns>随机值</returns>
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public static T GetRandomValue<T>(this List<T> self)
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{
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return self[Random.Range(0, self.Count)];
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}
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/// <summary>
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/// 获取指定个数随机元素
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/// </summary>
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/// <typeparam name="T">元素类型</typeparam>
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/// <param name="self">数组</param>
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/// <param name="count">个数</param>
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/// <returns>元素数组</returns>
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public static T[] GetRandomValue<T>(this T[] self, int count)
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{
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if (count > self.Length)
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{
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throw new ArgumentOutOfRangeException();
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}
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List<T> tempList = new List<T>(self.Length);
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for (int i = 0; i < self.Length; i++)
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{
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tempList.Add(self[i]);
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}
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T[] retArray = new T[count];
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for (int i = 0; i < retArray.Length; i++)
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{
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int index = Random.Range(0, tempList.Count);
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retArray[i] = tempList[index];
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tempList.RemoveAt(index);
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}
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return retArray;
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}
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/// <summary>
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/// 获取指定个数随机元素
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/// </summary>
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/// <typeparam name="T">元素类型</typeparam>
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/// <param name="self">列表</param>
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/// <param name="count">个数</param>
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/// <returns>元素数组</returns>
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public static T[] GetRandomValue<T>(this List<T> self, int count)
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{
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if (count > self.Count)
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{
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throw new ArgumentOutOfRangeException();
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}
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List<T> tempList = new List<T>(self.Count);
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for (int i = 0; i < self.Count; i++)
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{
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tempList.Add(self[i]);
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}
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T[] retArray = new T[count];
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for (int i = 0; i < retArray.Length; i++)
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{
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int index = Random.Range(0, tempList.Count);
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retArray[i] = tempList[index];
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tempList.RemoveAt(index);
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}
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return retArray;
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}
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/// <summary>
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/// 计算多边形周长
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/// </summary>
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/// <param name="self">多边形顶点数组</param>
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/// <returns>周长</returns>
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public static float GetPolygonPerimeter(this Vector3[] self)
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{
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if (self.Length < 3) return 0.0f;
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float retV = 0f;
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for (int i = 0; i < self.Length; i++)
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{
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retV += Vector3.Distance(self[i], self[(i + 1 < self.Length ? i + 1 : 0)]);
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}
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return retV;
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}
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/// <summary>
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/// 计算多边形周长
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/// </summary>
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/// <param name="self">多边形顶点列表</param>
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/// <returns>周长</returns>
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public static float GetPolygonPerimeter(this List<Vector3> self)
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{
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if (self.Count < 3) return 0.0f;
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float retV = 0f;
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for (int i = 0; i < self.Count; i++)
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{
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retV += Vector3.Distance(self[i], self[(i + 1 < self.Count ? i + 1 : 0)]);
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}
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return retV;
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}
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/// <summary>
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/// 计算多边形面积
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/// </summary>
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/// <param name="self">多边形顶点数组</param>
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/// <returns>面积</returns>
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public static float GetPolygonArea(this Vector3[] self)
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{
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if (self.Length < 3) return 0.0f;
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float retV = self[0].z * (self[self.Length - 1].x - self[1].x);
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for (int i = 1; i < self.Length; i++)
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{
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retV += self[i].z * (self[i - 1].x - self[(i + 1) % self.Length].x);
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}
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return Mathf.Abs(retV / 2.0f);
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}
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/// <summary>
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/// 计算多边形面积
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/// </summary>
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/// <param name="self">多边形顶点列表</param>
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/// <returns>面积</returns>
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public static float GetPolygonArea(this List<Vector3> self)
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{
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if (self.Count < 3) return 0.0f;
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float retV = self[0].z * (self[self.Count - 1].x - self[1].x);
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for (int i = 1; i < self.Count; i++)
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{
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retV += self[i].z * (self[i - 1].x - self[(i + 1) % self.Count].x);
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}
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return Mathf.Abs(retV / 2.0f);
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}
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/// <summary>
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/// 计算圆的周长
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/// </summary>
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/// <param name="self">半径</param>
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/// <returns>周长</returns>
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public static float GetCirclePerimeter(this float self)
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{
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return Mathf.PI * 2f * self;
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}
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/// <summary>
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/// 计算圆的面积
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/// </summary>
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/// <param name="self">半径</param>
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/// <returns>面积</returns>
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public static float GetCircleArea(this float self)
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{
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return Mathf.PI * Mathf.Pow(self, 2);
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}
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/// <summary>
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/// 三角函数计算对边的长度
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/// </summary>
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/// <param name="self">角度</param>
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/// <param name="neighbouringSideLength">邻边的长度</param>
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/// <returns>对边的长度</returns>
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public static float GetFaceSideLength(this float self, float neighbouringSideLength)
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{
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return neighbouringSideLength * Mathf.Tan(self * Mathf.Deg2Rad);
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}
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/// <summary>
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/// 三角函数计算邻边的长度
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/// </summary>
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/// <param name="self">角度</param>
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/// <param name="faceSideLength">对边的长度</param>
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/// <returns>邻边的长度</returns>
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public static float GetNeighbouringSideLength(this float self, float faceSideLength)
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{
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return faceSideLength / Mathf.Tan(self * Mathf.Deg2Rad);
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}
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/// <summary>
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/// 勾股定理计算斜边的长度
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/// </summary>
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/// <param name="self">直角边的长度</param>
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/// <param name="anotherRightangleSideLength">另一条直角边的长度</param>
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/// <returns>斜边的长度</returns>
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public static float GetHypotenuseLength(this float self, float anotherRightangleSideLength)
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{
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return Mathf.Sqrt(Mathf.Pow(self, 2f) + Mathf.Pow(anotherRightangleSideLength, 2f));
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}
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/// <summary>
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/// 正弦
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/// </summary>
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/// <param name="self">角度</param>
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/// <returns>正弦值</returns>
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public static float Sin(this float self)
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{
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return Mathf.Sin(self * Mathf.Deg2Rad);
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}
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/// <summary>
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/// 余弦
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/// </summary>
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/// <param name="self">角度</param>
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/// <returns></returns>
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public static float Cos(this float self)
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{
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return Mathf.Cos(self * Mathf.Deg2Rad);
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}
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/// <summary>
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/// 正切
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/// </summary>
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/// <param name="self">角度</param>
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/// <returns>正切值</returns>
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public static float Tan(this float self)
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{
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return Mathf.Tan(self * Mathf.Deg2Rad);
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}
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/// <summary>
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/// 反正弦
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/// </summary>
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/// <param name="self">正弦值</param>
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/// <returns>角度</returns>
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public static float ArcSin(this float self)
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{
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return Mathf.Asin(self) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// 反余弦
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/// </summary>
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/// <param name="self">余弦值</param>
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/// <returns>角度</returns>
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public static float ArcCos(this float self)
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{
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return Mathf.Acos(self) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// 反正切
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/// </summary>
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/// <param name="self">正切值</param>
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/// <returns>角度</returns>
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public static float ArcTan(this float self)
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{
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return Mathf.Atan(self) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// 度转弧度
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/// </summary>
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/// <param name="self">度</param>
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/// <returns>弧度</returns>
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public static float Deg2Rad(this float self)
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{
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return self * Mathf.Deg2Rad;
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}
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/// <summary>
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/// 弧度转度
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/// </summary>
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/// <param name="self">弧度</param>
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/// <returns>度</returns>
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public static float Rad2Deg(this float self)
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{
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return self * Mathf.Rad2Deg;
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}
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}
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}
文章来源: coderz.blog.csdn.net,作者:CoderZ1010,版权归原作者所有,如需转载,请联系作者。
原文链接:coderz.blog.csdn.net/article/details/116752656
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