Esempio n. 1
0
        /// <summary>
        ///   Get the coordinates represented by <paramref name="anchor3d" /> in local coordinate system.
        ///   This method calculates the coordinates of the anchor so that it is projected to the correct position on the plane when viewed from the <paramref name="cameraPosition" />.
        /// </summary>
        /// <remarks>
        ///   Assume that the camera is oriented perpendicular to the plane.
        /// </remarks>
        /// <param name="rectTransform">
        ///   <see cref="RectTransform" /> that is attached to the target plane
        /// </param>
        /// <param name="cameraPosition">The position of the camera represented in local coordinates of the plane</param>
        /// <param name="defaultDepth">
        ///   Depth value when the anchor's Z is 1.0.
        ///   Depth here refers to the distance from the camera on the Z axis.
        /// </param>
        /// <param name="imageRotation">Counterclockwise rotation angle of the input image</param>
        /// <param name="isMirrored">Set to true if the original coordinates is mirrored</param>
        public static Vector3 GetLocalPosition(this RectTransform rectTransform, Anchor3d anchor3d, Vector3 cameraPosition, float defaultDepth, RotationAngle imageRotation = RotationAngle.Rotation0, bool isMirrored = false)
        {
            if (Mathf.Approximately(cameraPosition.z, 0.0f))
            {
                throw new System.ArgumentException("Z value of the camera position must not be zero");
            }

            var cameraDepth   = Mathf.Abs(cameraPosition.z);
            var anchorPoint2d = rectTransform.GetLocalPosition(anchor3d, imageRotation, isMirrored);
            var anchorDepth   = anchor3d.Z * defaultDepth;

            // Maybe it should be defined as a CameraCoordinate method
            var x = (anchorPoint2d.x - cameraPosition.x) * anchorDepth / cameraDepth + cameraPosition.x;
            var y = (anchorPoint2d.y - cameraPosition.y) * anchorDepth / cameraDepth + cameraPosition.y;
            var z = cameraPosition.z > 0 ? cameraPosition.z - anchorDepth : cameraPosition.z + anchorDepth;

            return(new Vector3(x, y, z));
        }
Esempio n. 2
0
 /// <summary>
 ///   Get the coordinates represented by <paramref name="anchor3d" /> in local coordinate system.
 /// </summary>
 /// <param name="rectTransform">
 ///   <see cref="RectTransform" /> to be used for calculating local coordinates
 /// </param>
 /// <param name="imageRotation">Counterclockwise rotation angle of the input image</param>
 /// <param name="isMirrored">Set to true if the original coordinates is mirrored</param>
 public static Vector2 GetLocalPosition(this RectTransform rectTransform, Anchor3d anchor3d, RotationAngle imageRotation = RotationAngle.Rotation0, bool isMirrored = false)
 {
     return(GetLocalPositionNormalized(rectTransform, anchor3d.X, anchor3d.Y, imageRotation, isMirrored));
 }
 /// <summary>
 ///   Get the coordinates represented by <paramref name="anchor3d" /> in the local coordinate system.
 /// </summary>
 /// <param name="rectangle">Rectangle to get a point inside</param>
 /// <param name="imageRotation">
 ///   Counterclockwise rotation angle of the input image in the image coordinate system.
 ///   In the local coordinate system, this value will often represent a clockwise rotation angle.
 /// </param>
 /// <param name="isMirrored">Set to true if the original coordinates is mirrored</param>
 public static Vector2 GetPoint(this UnityEngine.Rect rectangle, Anchor3d anchor3d, RotationAngle imageRotation = RotationAngle.Rotation0, bool isMirrored = false)
 {
     return(ImageNormalizedToPoint(rectangle, anchor3d.x, anchor3d.y, imageRotation, isMirrored));
 }