Example #1
0
 public static void SetRotation(this Common.Models.Transform t, UnityEngine.Transform got)
 {
     t.BasisX = new XYZ
     {
         X = got.right.x,
         Y = got.right.z,
         Z = got.right.y,
     };
     t.BasisY = new XYZ
     {
         X = got.forward.x,
         Y = got.forward.z,
         Z = got.forward.y,
     };
     t.BasisZ = new XYZ
     {
         X = got.up.x,
         Y = got.up.z,
         Z = got.up.y,
     };
 }
Example #2
0
        public static void SetPosition(this UnityEngine.Transform got, Common.Models.Transform t)
        {
            XYZ     originXYZ = t.Origin;
            Vector3 origin    = new Vector3(
                (float)originXYZ.X * Helpers.Constants.M_PER_FT,
                (float)originXYZ.Z * Helpers.Constants.M_PER_FT,
                (float)originXYZ.Y * Helpers.Constants.M_PER_FT
                );

            Vector3 newForward = new Vector3(
                (float)t.BasisY.X,
                (float)t.BasisY.Z,
                (float)t.BasisY.Y
                );

            Vector3 newRight = new Vector3(
                (float)t.BasisX.X,
                (float)t.BasisX.Z,
                (float)t.BasisX.Y
                );
            //if (f.IsHandFlipped)
            //{
            //    newRight = -newRight;
            //}

            //if (f.IsFlipped)
            //{
            //    newForward = -newForward;
            //    newRight = -newRight;
            //}

            Vector3 newUp = Vector3.Cross(newForward, newRight);

            got.position = origin;
            got.rotation = Quaternion.LookRotation(
                newForward,
                newUp
                );
        }