예제 #1
0
        void UpdateTransformMatrix()
        {
            Matrix4x4 matrix = Matrix4x4.identity;

            if (_skew.x != 0 || _skew.y != 0)
            {
                ToolSet.SkewMatrix(ref matrix, _skew.x, _skew.y);
            }
            if (_perspective)
            {
                matrix *= Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(_rotation), Vector3.one);
            }
            Vector3 camPos = Vector3.zero;

            if (matrix.isIdentity)
            {
                _transformMatrix = null;
            }
            else
            {
                _transformMatrix = matrix;
                camPos           = new Vector3(_pivot.x * _contentRect.width, -_pivot.y * _contentRect.height, _focalLength);
            }

            //组件的transformMatrix是通过paintingMode实现的,因为全部通过矩阵变换的话,和unity自身的变换混杂在一起,无力理清。
            if (_transformMatrix != null)
            {
                if (this is Container)
                {
                    this.EnterPaintingMode(4, null);
                }
            }
            else
            {
                if (this is Container)
                {
                    this.LeavePaintingMode(4);
                }
            }

            if (this._paintingMode > 0)
            {
                this.paintingGraphics.cameraPosition = camPos;
                this.paintingGraphics.vertexMatrix   = _transformMatrix;
                this._paintingFlag = 1;
            }
            else if (this.graphics != null)
            {
                this.graphics.cameraPosition = camPos;
                this.graphics.vertexMatrix   = _transformMatrix;
                _requireUpdateMesh           = true;
            }

            _outlineChanged = true;
        }