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); }
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)); }