public List <Vector2L> GetRotateList()
    {
        List <Vector2L> ret = new List <Vector2L>();
        Matrix4x4L      trs = Matrix4x4L.TRS(Vector3L.zero, m_rotation, Vector3L.one);

        foreach (var iter in m_pointList)
        {
            Vector3L objPoint3d   = new Vector3L(iter.x, 0, iter.y);
            Vector3L worldPoint3d = trs * objPoint3d;
            ret.Add(new Vector2L(worldPoint3d.x, worldPoint3d.z));
        }
        return(ret);
    }
Beispiel #2
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    public             FloatL[] GetOrientationMatrixAsArray()
    {
        Matrix4x4L trs = Matrix4x4L.TRS(Vector3L.zero, m_rotation, Vector3L.one);

        FloatL[] matrixArray = new FloatL[9];

        matrixArray[0] = trs.m00;
        matrixArray[1] = trs.m01;
        matrixArray[2] = trs.m02;

        matrixArray[3] = trs.m10;
        matrixArray[4] = trs.m11;
        matrixArray[5] = trs.m12;

        matrixArray[6] = trs.m20;
        matrixArray[7] = trs.m21;
        matrixArray[8] = trs.m22;

        return(matrixArray);
    }
 public Matrix4x4L GetObj2WorldMatrix()
 {
     return(Matrix4x4L.TRS(m_pos, m_rotation, Vector3L.one));
 }