Ejemplo n.º 1
0
    private void DrawBothMatrix(Matrix4x4 matrix, MatrixRecargada myMatrix)
    {
        GUIStyle style = new GUIStyle();

        style.fontSize = 20;
        EditorGUILayout.LabelField("| " + matrix.m00.ToString("00.00") + " " + matrix.m01.ToString("00.00") + " " + matrix.m02.ToString("00.00") + " " + matrix.m03.ToString("00.00") + " |" + "           | " + myMatrix.m00.ToString("00.00") + " " + myMatrix.m01.ToString("00.00") + " " + myMatrix.m02.ToString("00.00") + " " + myMatrix.m03.ToString("00.00") + " |", style);
        EditorGUILayout.LabelField("| " + matrix.m10.ToString("00.00") + " " + matrix.m11.ToString("00.00") + " " + matrix.m12.ToString("00.00") + " " + matrix.m13.ToString("00.00") + " |" + "           | " + myMatrix.m10.ToString("00.00") + " " + myMatrix.m11.ToString("00.00") + " " + myMatrix.m12.ToString("00.00") + " " + myMatrix.m13.ToString("00.00") + " |", style);
        EditorGUILayout.LabelField("| " + matrix.m20.ToString("00.00") + " " + matrix.m21.ToString("00.00") + " " + matrix.m22.ToString("00.00") + " " + matrix.m23.ToString("00.00") + " |" + "           | " + myMatrix.m20.ToString("00.00") + " " + myMatrix.m21.ToString("00.00") + " " + myMatrix.m22.ToString("00.00") + " " + myMatrix.m23.ToString("00.00") + " |", style);
        EditorGUILayout.LabelField("| " + matrix.m30.ToString("00.00") + " " + matrix.m31.ToString("00.00") + " " + matrix.m32.ToString("00.00") + " " + matrix.m33.ToString("00.00") + " |" + "           | " + myMatrix.m30.ToString("00.00") + " " + myMatrix.m31.ToString("00.00") + " " + myMatrix.m32.ToString("00.00") + " " + myMatrix.m33.ToString("00.00") + " |", style);
    }
Ejemplo n.º 2
0
    private void OnGUI()
    {
        target = EditorGUILayout.ObjectField(target, typeof(GameObject), true) as GameObject;
        if (target != null)
        {
            target.transform.position   = EditorGUILayout.Vector3Field("Position: ", target.transform.position);
            target.transform.rotation   = Quaternion.Euler(EditorGUILayout.Vector3Field("Rotation: ", target.transform.rotation.eulerAngles));
            target.transform.localScale = EditorGUILayout.Vector3Field("Scale: ", target.transform.localScale);
            style.fontSize = 20;
            //EditorGUILayout.Space();
            //EditorGUILayout.LabelField("Translation matrix", style);
            //DrawMatrix(Matrix4x4.Translate(target.transform.position));
            ////EditorGUILayout.Space();
            //EditorGUILayout.LabelField("Rotation matrix", style);
            //DrawMatrix(Matrix4x4.Rotate(target.transform.rotation));
            ////EditorGUILayout.Space();
            //EditorGUILayout.LabelField("Scale matrix", style);
            //DrawMatrix(Matrix4x4.Scale(target.transform.localScale));
            ////EditorGUILayout.Space();
            //EditorGUILayout.LabelField("TRS matrix",style);
            //DrawMatrix(Matrix4x4.TRS(target.transform.position, target.transform.rotation, target.transform.localScale));

            EditorGUILayout.Space();
            EditorGUILayout.LabelField("Translation                                    Translation matrix recargada", style);
            EditorGUILayout.Space();
            DrawBothMatrix(Matrix4x4.Translate(target.transform.position), MatrixRecargada.Translate(new Vec3(target.transform.position)));
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("Rotation matrix                              Rotation matrix recargada", style);
            EditorGUILayout.Space();
            DrawBothMatrix(Matrix4x4.Rotate(target.transform.rotation), MatrixRecargada.Rotate(new Quarentenion(target.transform.rotation)));
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("Scale matrix                                   Scale matrix recargada", style);
            EditorGUILayout.Space();
            DrawBothMatrix(Matrix4x4.Scale(target.transform.localScale), MatrixRecargada.Scale(new Vec3(target.transform.localScale)));
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("TRS matrix                                     TRS matrix recargada", style);
            EditorGUILayout.Space();
            DrawBothMatrix(Matrix4x4.TRS(target.transform.position, target.transform.rotation, target.transform.localScale), MatrixRecargada.TRS(new Vec3(target.transform.position), new Quarentenion(target.transform.rotation), new Vec3(target.transform.localScale)));
        }
    }
Ejemplo n.º 3
0
    void Start()
    {
        VectorDebugger.EnableCoordinates();

        /*List<Vector3> vectors = new List<Vector3>();
         * vectors.Add(new Vec3(10.0f, 0.0f, 0.0f));
         * vectors.Add(new Vec3(10.0f, 10.0f, 0.0f));
         * vectors.Add(new Vec3(20.0f, 10.0f, 0.0f));
         * vectors.Add(new Vec3(20.0f, 20.0f, 0.0f));
         * VectorDebugger.AddVectorsSecuence(vectors, true, Color.red, "secuencia"); //si es true el 0 es 0,0,0 sino es el primer elemento
         * VectorDebugger.AddVector(new Vector3(10, 10, 0), Color.blue, "elAzul");
         * VectorDebugger.AddVector(Vector3.down * 7, Color.green, "elVerde");
         */

        #region Fuego
        VectorDebugger.EnableEditorView();

        Quarentenion miQ    = new Quarentenion(transform.rotation.x, transform.rotation.y, transform.rotation.z, transform.rotation.w);
        Quarentenion miQ2   = new Quarentenion(-0.2f, 0, -0.3f, -0.4f);
        Quaternion   noMiQ  = new Quaternion(transform.rotation.x, transform.rotation.y, transform.rotation.z, transform.rotation.w);
        Quaternion   noMiQ2 = new Quaternion(-0.2f, 0, -0.3f, -0.4f);
        Quarentenion myA    = new Quarentenion(-0.2f, 0.3f, 0.1f, 0.5f);
        Quarentenion myB    = new Quarentenion(0.2f, 0.3f, 0.8f, 0.5f);

        Quaternion A = new Quaternion(-0.2f, 0.3f, 0.1f, 0.5f);
        Quaternion B = new Quaternion(0.2f, 0.3f, 0.8f, 0.5f);

        MatrixRecargada m = MatrixRecargada.identity;
        Matrix4x4       M = Matrix4x4.identity;

        //Debug.Log(Quaternion.AngleAxis(80, new Vector3(10, 20, 30)));
        //Debug.Log(Quarentenion.AngleAxis(80, new Vector3(10,20,30)));

        //rot = Quaternion.FromToRotation(Vector3.up,Vector3.right);
        //miQ.SetFromToRotation(Vec3.Up,Vec3.Right);
        //noMiQ.SetFromToRotation(Vector3.up,Vector3.right);
        //Debug.Log(miQ);
        //Debug.Log(noMiQ);


        //dot//((a.x * b.x) + (a.y * b.y) + (a.z * b.z));

        //Mathf.Rad2Deg * (float)Math.Acos(Dot(from, to) / (Math.Sqrt(Math.Pow(from.x, 2) + Math.Pow(from.y, 2) + Math.Pow(from.z, 2)) * Math.Sqrt(Math.Pow(to.x, 2) + Math.Pow(to.y, 2) + Math.Pow(to.z, 2))));



        //Vector3 fromRot = transform.forward;
        ////Debug.Log(fromRot);
        //Vector3 toRot = Vector3.up;
        ////Debug.Log(toRot);
        //Vector3 betweeeeen;// = toRot - fromRot;
        //float angle = Vector3.Angle(fromRot, toRot);
        //float suma = Math.Abs(toRot.x) + Math.Abs(toRot.y) + Math.Abs(toRot.z);
        //betweeeeen = toRot/suma;// * angle;
        ////Debug.Log(betweeeeen);
        //betweeeeen *=angle;
        //rot1 =  Quaternion.Euler(fromRot)* Quaternion.Euler(betweeeeen);
        //Debug.Log(toRot);
        //Debug.Log(fromRot);
        //Debug.Log(rotx);
        //Debug.Log(roty);
        //Debug.Log(rotz);
        //Debug.Log("Vec target" + toRot);
        //Debug.Log("Vec orig" + fromRot);
        //Debug.Log("Angle " + angle);
        //Debug.Log("Suma " + suma);
        //Vector3 aux = new Vector3(toRot.x / suma, toRot.y / suma, toRot.z / suma);
        //Debug.Log("Nornalizado" + aux);
        ////aux = fromRot / suma; mah fasil
        //Vector3 angleBetween = new Vector3(aux.x * angle, aux.y* angle, aux.z * angle);
        //Debug.Log("Multiplicado por su angulo" + angleBetween);
        ////angleBetween = aux * angle; mah fasil
        //
        ////angleBetween = new Vector3(fromRot.x + angleBetween.x, fromRot.y + angleBetween.y, fromRot.z + angleBetween.z);
        //Debug.Log("Vector original sumado a el final" + angleBetween);
        //rot1 = Quaternion.Euler (angleBetween);
        //rot1 = Quaternion.Euler(spaceBetween);

        //noMiQ2 = Vector3.Angle(Vector3.up, Vector3.right);

        //noMiQ2 = Quaternion.Euler(Vector3.right);
        //Debug.Log(noMiQ);
        //Debug.Log(Quaternion.Euler(Vector3.up - Vector3.right));
        //Debug.Log
        //Debug.Log(Quaternion.Euler(Vector3.up));
        //Debug.Log(Quaternion.Euler(Vector3.right));
        //Debug.Log(Vector3.up);
        //Debug.Log(Vector3.right);



        //Debug.Log(Quarentenion.identity * Vec3.Up);

        //m = MatrixRecargada.Translat}e(new Vec3(transform.position));
        //M = Matrix4x4.Translate((transform.position));

        //m = MatrixRecargada.Scale(new Vec3(transform.lossyScale));
        //M = Matrix4x4.Scale((transform.lossyScale));
        //
        //m = MatrixRecargada.Rotate(new Quarentenion(transform.rotation));
        //M = Matrix4x4.Rotate((transform.rotation));


        //m= MatrixRecargada.Scale(new Vec3(transform.lossyScale));
        //M= Matrix4x4.Scale(transform.lossyScale);
        //m *= MatrixRecargada.identity;
        //M *= Matrix4x4.identity;


        //Debug.Log(m == MatrixRecargada.identity);
        //Debug.Log(m != MatrixRecargada.identity);
        //Debug.Log(M == Matrix4x4.identity);
        //Debug.Log(M != Matrix4x4.identity);

        //Debug.Log(Quaternion.AngleAxis(30, Vector3.up));
        //Debug.Log(Quarentenion.AngleAxis(30, Vec3.Up));

        //Debug.Log("Quat1" + miQ);
        //Debug.Log("Quat2" + miQ2);

        //Debug.Log("angle miq" + Quarentenion.Angle(miQ, miQ2));

        //Debug.Log(Quaternion.identity);
        //Debug.Log("ANGLE MIO" + Quarentenion.Angle(miQ, miQ2));
        //Debug.Log("ANGLE UNITY" + Quaternion.Angle(noMiQ, noMiQ2));
        //Debug.Log("quaren"+Quarentenion.Euler(new Vec3(7, 12, 5)));
        //Debug.Log("quater"+Quaternion.Euler(new Vector3(7, 12, 5)));
        //Debug.Log(miQ.eulerAngles);
        //Debug.Log(noMiQ.eulerAngles);
        //miQ.Normalize();
        //noMiQ.Normalize();
        //Debug.Log(miQ);
        //Debug.Log(noMiQ);


        //Debug.Log(noMiQ.eulerAngles);
        //Debug.Log(noMiQ2.eulerAngles);
        //Debug.Log("angle nomiq" + Quaternion.Angle(noMiQ, noMiQ2));
        //Debug.Log(noMiQ + " " + noMiQ2);



        //Plein b = new Plein(new Vec3(2, 10, 10), new Vec3(20, 0, 10), new Vec3 (3,2,1));
        //Plane c = new Plane(new Vector3(2, 10, 10), new Vector3(20, 0, 10), new Vec3(3, 2, 1));
        //
        //Debug.Log(b);
        //Debug.Log(c);
        //
        //b.Translate(new Vec3(50, 1, 1));
        //c.Translate(new Vec3(50, 1, 1));
        //
        //Debug.Log(b);
        //Debug.Log(c);

        //b.Set3Points(new Vec3(2, 10, 10), new Vec3(20, 0, 10), new Vec3(3, 2, 1));
        //c.Set3Points(new Vec3(2, 10, 10), new Vec3(20, 0, 10), new Vec3(3, 2, 1));
        //
        //Debug.Log(b.ClosestPointOnPlane(new Vec3(-50, 100, 100)));
        //Debug.Log(c.ClosestPointOnPlane(new Vec3(-50, 100, 100)));


        //Debug.Log(b.GetDistanceToPoint(new Vec3(1, 1, 1)));
        //Debug.Log(c.GetDistanceToPoint(new Vec3(1, 1, 1)));
        //
        //Debug.Log(b.SameSide(new Vec3(-40, 11, 11),new Vec3 (-40,-10,11)));
        //Debug.Log(c.SameSide(new Vec3(-40, 11, 11), new Vec3 (-40,-10,11)));
        //
        //b.SetNormalAndPosition(new Vec3(2, 10, 10), new Vec3(20, 0, 10));
        //c.SetNormalAndPosition(new Vector3(2, 10, 10), new Vector3(20, 0, 10));
        //
        //Debug.Log("Plano =" + b.ToString());
        //Debug.Log("Plano unity =" + c.ToString());

        //Plein d = new Plein(new Vec3(4, 5, 1), new Vec3(10, 0, 12));
        //
        //Plane e = new Plane(new Vec3(4, 5, 1), new Vec3(10, 0, 12));
        //
        //Debug.Log("Plano =" + b.ToString());
        //Debug.Log("Plano =" + c);
        //
        //
        //Debug.Log("Flipped =" + b.flipped.ToString());
        //Debug.Log("Flipped =" + c.flipped);
        //
        //b.Flip();
        //c.Flip();
        //
        //Debug.Log("Plano flipped =" + b.ToString());
        //Debug.Log("Plano flipped =" + c);
        //
        //
        //Debug.Log("Translate =" + Plein.Translate(b, new Vec3(-10, 12, 1)).ToString());
        //Debug.Log("Translate =" + Plane.Translate(c, new Vector3(-10, 12, 1)));


        //Debug.Log(d.ToString());
        //Debug.Log(e);


        /*test ik
         * Vector3 planeA;
         * Vector3 planeB;
         * Vector3 planeC;
         *
         * planeA = new Vector3(10, 20, 5);
         * planeB = new Vector3(10, 0, 50);
         * planeC = new Vector3(1, 20, 3);
         * Vec3 planesA = new Vec3(planeA);
         * Vec3 planesB = new Vec3(planeB);
         * Vec3 planesC = new Vec3(planeC);
         *
         *
         * Plane plane = new Plane(planeA, planeB, planeC);
         * Plein planes = new Plein(planesA, planesB, planesC);
         *
         * Vec3 prueba = new Vec3(10, 3, 12);
         *
         * Debug.Log(plane.ToString());
         * Debug.Log(planes.ToString());
         * Debug.Log(plane.GetDistanceToPoint(prueba));
         * Debug.Log(planes.GetDistanceToPoint(prueba));
         */

        //
        //Debug.Log(Vector3.Distance(c.ClosestPointOnPlane(Vec3.Zero),Vector3.zero));



        //List<Vec3> vectors = new List<Vec3>();
        //vectors.Add(new Vec3(10.0f, 0.0f, 0.0f));
        //vectors.Add(new Vec3(10.0f, 10.0f, 0.0f));
        //vectors.Add(new Vec3(20.0f, 10.0f, 0.0f));
        //vectors.Add(new Vec3(20.0f, 20.0f, 0.0f));
        //vectors.Add(new Vec3(20.0f, 10.0f, 5.0f));
        //vectors.Add(new Vec3(20.0f, 10.0f, 0.0f));
        //vectors.Add(new Vec3(8.9f, 4.5f, 0.0f));

        /*
         * Vec3 resta = vectors[0] - vectors[1];
         *
         * Vec3 multiplicacion = 2 * vectors[1];
         * Vec3 division = vectors[1] / 2;
         *
         * Debug.Log(vectors[0]);
         * Debug.Log(vectors[1]);
         * Debug.Log(resta);
         * Debug.Log(-vectors[0]);
         * Debug.Log(multiplicacion);
         * Debug.Log(division);
         * Debug.Log(Vec3.Dot(vectors[0], vectors[1]));//producto punto
         * Debug.Log(Vec3.Angle(vectors[0], vectors[1]));
         * Debug.Log(Vector3.ClampMagnitude(vectors[5], 20));
         * Debug.Log(Vec3.ClampMagnitude(vectors[5], 20));
         * Debug.Log(vectors[5].magnitude);
         * Debug.Log((new Vector3(20.0f, 10.0f, 0.0f).normalized));
         * Debug.Log((vectors[5].normalized));
         * Vec3 vec = new Vec3(20.0f, 10.0f, 0.0f);
         * Debug.Log(vec.normalized);
         * //vec.Normalize();
         *
         *
         * Debug.Log(Vec3.Normalize(ref vec) + "ESTE ES CON PARAMETRO");
         * Vector3 vecto = new Vector3(20.0f, 10.0f, 0.0f);
         * Debug.Log(vecto.normalized + "Vector3 normalized");
         * //Vector3.Normalize(vecto);
         * vecto.Normalize();
         * Debug.Log(vecto + "Vector3 Normalize");
         * Debug.Log(Vec3.Distance(vectors[0], vectors[1]));
         *
         * Vector3 vect = new Vector3(20.0f, 10.0f, 0.0f);
         * Vector3 vectB = new Vector3(20.0f, 10.0f, 5.0f);
         * Debug.Log(Vector3.SqrMagnitude(vect));
         * Debug.Log(Vec3.SqrMagnitude(vectors[5]));
         * Debug.Log(Vector3.Scale(vect, vectB));
         * Debug.Log(Vec3.Scale(vectors[5], vectors[4]));
         * vect.Scale(vectB);
         * Debug.Log(vect);
         * vectors[5].Scale(vectors[4]);
         * Debug.Log(vectors[5]);
         * vectors[5].Normalize();
         * vectors[5].Set(100.0f, 100.0f, 100.0f);
         * Debug.Log(vectors[5] + "SETTED");
         */


        //Vec3 test1 = new Vec3(35.0f, 4.0f, 5.0f);
        //Vec3 test2 = new Vec3(25.0f, 20.0f, 20.0f);
        //Vector3 test3 = new Vector3(35.0f, 4.0f, 5.0f);
        //Vector3 test4 = new Vector3(25.0f, 20.0f, 20.0f);
        //
        //
        //Debug.Log(Vec3.Reflect(test1,test2));
        //
        //Debug.Log(Vector3.Reflect(test3,test4));



        /*
         * //test1.Scale(test2);
         * //Debug.Log(Vec3.Scale(test1,test2));
         * //test3.Scale(test4);
         * //Debug.Log(Vector3.Scale(test3,test4));
         * Debug.Log(Vec3.Lerp(test1,test2,10));
         * Debug.Log(Vector3.Lerp(test3,test4,10));
         */
        #endregion
    }