Пример #1
0
 static Vector3RightHand NormalizeAngles(Vector3RightHand angles)
 {
     angles.x = NormalizeAngle(angles.x);
     angles.y = NormalizeAngle(angles.y);
     angles.z = NormalizeAngle(angles.z);
     return(angles);
 }
Пример #2
0
    public static QuaternionRightHand GetRotation(Matrix4x4RightHand m)
    {
        Vector3RightHand s = GetScale(m);

        // Normalize Scale from Matrix4x4
        float m00 = m[0, 0] / s.x;
        float m01 = m[0, 1] / s.y;
        float m02 = m[0, 2] / s.z;
        float m10 = m[1, 0] / s.x;
        float m11 = m[1, 1] / s.y;
        float m12 = m[1, 2] / s.z;
        float m20 = m[2, 0] / s.x;
        float m21 = m[2, 1] / s.y;
        float m22 = m[2, 2] / s.z;

        QuaternionRightHand q = new QuaternionRightHand();

        q.w  = Mathf.Sqrt(Mathf.Max(0, 1 + m00 + m11 + m22)) / 2;
        q.x  = Mathf.Sqrt(Mathf.Max(0, 1 + m00 - m11 - m22)) / 2;
        q.y  = Mathf.Sqrt(Mathf.Max(0, 1 - m00 + m11 - m22)) / 2;
        q.z  = Mathf.Sqrt(Mathf.Max(0, 1 - m00 - m11 + m22)) / 2;
        q.x *= Mathf.Sign(q.x * (m21 - m12));
        q.y *= Mathf.Sign(q.y * (m02 - m20));
        q.z *= Mathf.Sign(q.z * (m10 - m01));

        // q.Normalize()
        float qMagnitude = Mathf.Sqrt(q.w * q.w + q.x * q.x + q.y * q.y + q.z * q.z);

        q.w /= qMagnitude;
        q.x /= qMagnitude;
        q.y /= qMagnitude;
        q.z /= qMagnitude;

        return(q);
    }
Пример #3
0
    static void Main(string[] args)
    {
        //UnityEngine.Matrix4x4RightHand.Test();

        //Vector3RightHand euler0 = new Vector3RightHand(-86, 0.000000f, 0.000000f);
        //QuaternionRightHand qua0 = QuaternionRightHand.Euler(euler0);
        //Vector3RightHand euler = new Vector3RightHand(-88, 0.000000f, 0.000000f);
        //QuaternionRightHand qua = QuaternionRightHand.Euler(euler);
        //Vector3RightHand euler4 = qua0.eulerAngles;
        //Vector3RightHand euler3 = qua.eulerAngles;
        //Debug.Log(NormalizeAngles(euler3));

        //Matrix4x4RightHand trs = Matrix4x4RightHand.TRS();

        Matrix4x4RightHand mat = new Matrix4x4RightHand();

        mat.m00 = 10.121946f;
        mat.m01 = -0.070887f;
        mat.m02 = 16.107624f;
        mat.m03 = 16.404133f;

        mat.m10 = 16.107441f;
        mat.m11 = 0.167915f;
        mat.m12 = -10.121094f;
        mat.m13 = -1.901794f;

        mat.m20 = -0.104461f;
        mat.m21 = 19.023176f;
        mat.m22 = 0.149360f;
        mat.m23 = -0.155247f;

        mat.m30 = 0.000000f;
        mat.m31 = 0.000000f;
        mat.m32 = 0.000000f;
        mat.m33 = 1.000000f;

        Vector3RightHand pos   = MathHelper.GetPosition(mat);
        Vector3RightHand euler = MathHelper.GetRotation(mat).eulerAngles;
        Vector3RightHand scale = MathHelper.GetScale(mat);

        Console.WriteLine(pos);
        Console.WriteLine(euler);
        Console.WriteLine(scale);

        Console.WriteLine("right hand math end");

        Console.ReadLine();
    }