コード例 #1
0
 public ExtPlane3d(Vector3 position, Vector3 normal) : this()
 {
     _position = position;
     _rotation = ExtRotation.QuaternionFromVectorDirector(normal, Vector3.up);
     _rotation = ExtRotation.RotateQuaternion(_rotation, new Vector3(-90, 0, 0));
     UpdateMatrix();
 }
コード例 #2
0
ファイル: ExtQuad.cs プロジェクト: usernameHed/Philae-Lander
        ///     2 ------2------ 3
        ///   1 |             3 |
        ///  1 ------4----- 4   |
        ///  |  |      3    |   |
        ///  | 4|           | 2 |
        ///  |       1      |
        ///  |              |
        ///


        public ExtQuad(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) : this()
        {
            _position = ExtVector3.GetMeanOfXPoints(p1, p2, p3, p4);
            Vector3 x = p1 - p2;
            Vector3 y = p1 - p4;

            Vector3 up = Vector3.Cross(x, y);

            _rotation   = ExtRotation.QuaternionFromVectorDirector(up, x.FastNormalized());
            _rotation   = ExtRotation.RotateQuaternion(_rotation, new Vector3(-90, 0, 0));
            _localScale = new Vector3(y.magnitude, 1, x.magnitude);
            UpdateMatrix();
        }
コード例 #3
0
        public ExtCylinder(Vector3 p1, Vector3 p2, float radius = 0.25f) : this()
        {
            _position = ExtVector3.GetMeanOfXPoints(p1, p2);
            _rotation = ExtQuaternion.QuaternionFromLine(p1, p2, Vector3.up);
            _rotation = ExtRotation.RotateQuaternion(_rotation, new Vector3(90, 0, 0));

            _localScale = new Vector3(1, 1, 1);

            _cylinderMatrix = Matrix4x4.TRS(_position, _rotation, _localScale * 1);

            //why radius a 0.25, and lenght * 0.8 ?? I don't know,
            //it's there to match the first constructor(position, rotation, scale)
            _radius = radius;
            _lenght = ExtVector3.Distance(p2, p1) * 0.8f;

            _lenghtSquared     = _lenght * _lenght;
            _radiusSquared     = _radius * _radius;
            _realRadius        = _radius * MaxXY(_localScale);
            _realSquaredRadius = _realRadius * _realRadius;

            UpdateMatrix();
        }