|
@@ -0,0 +1,58 @@
|
|
|
|
|
+using TrueSync;
|
|
|
|
|
+using System.Reflection;
|
|
|
|
|
+using UnityEngine;
|
|
|
|
|
+
|
|
|
|
|
+/**
|
|
|
|
|
+* @brief Extensions added by TrueSync.
|
|
|
|
|
+**/
|
|
|
|
|
+public static class TrueSyncExtensions {
|
|
|
|
|
+
|
|
|
|
|
+ public static TSVector ToTSVector(this Vector3 vector) {
|
|
|
|
|
+ return new TSVector(vector.x, vector.y, vector.z);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static TSVector2 ToTSVector2(this Vector3 vector) {
|
|
|
|
|
+ return new TSVector2(vector.x, vector.y);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static TSVector ToTSVector(this Vector2 vector) {
|
|
|
|
|
+ return new TSVector(vector.x, vector.y, 0);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static TSVector2 ToTSVector2(this Vector2 vector) {
|
|
|
|
|
+ return new TSVector2(vector.x, vector.y);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static Vector3 Abs(this Vector3 vector) {
|
|
|
|
|
+ return new Vector3(Mathf.Abs(vector.x), Mathf.Abs(vector.y), Mathf.Abs(vector.z));
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static TSQuaternion ToTSQuaternion(this Quaternion rot) {
|
|
|
|
|
+ return new TSQuaternion(rot.x, rot.y, rot.z, rot.w);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static Quaternion ToQuaternion(this TSQuaternion rot) {
|
|
|
|
|
+ return new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.w);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static TSMatrix ToTSMatrix(this Quaternion rot) {
|
|
|
|
|
+ return TSMatrix.CreateFromQuaternion(rot.ToTSQuaternion());
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static Vector3 ToVector(this TSVector jVector) {
|
|
|
|
|
+ return new Vector3((float) jVector.x, (float) jVector.y, (float) jVector.z);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static Vector3 ToVector(this TSVector2 jVector) {
|
|
|
|
|
+ return new Vector3((float)jVector.x, (float)jVector.y, 0);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static void Set(this TSVector jVector, TSVector otherVector) {
|
|
|
|
|
+ jVector.Set(otherVector.x, otherVector.y, otherVector.z);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ public static Quaternion ToQuaternion(this TSMatrix jMatrix) {
|
|
|
|
|
+ return TSQuaternion.CreateFromMatrix(jMatrix).ToQuaternion();
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+}
|