TransformDirectionFromTo() public static method

Takes a direction in the coordinate space specified by the "from" transform and transforms it to be the correct direction in the coordinate space specified by the "to" transform applies rotation only, no translation or scale
public static TransformDirectionFromTo ( Transform from, Transform to, Vector3 dirInFrom ) : Vector3
from UnityEngine.Transform
to UnityEngine.Transform
dirInFrom UnityEngine.Vector3
return UnityEngine.Vector3
示例#1
0
文件: Utils.cs 项目: dag10/HoloDrink
        /// <summary>
        /// Given two points and the transform that they are in, set position, rotation, and scale of a cylinder transform to connect it between the two points
        /// </summary>
        /// <param name="endPointSpace"></param>
        /// <param name="a">One end point in the space of endPointSpace</param>
        /// <param name="b">Other end point in the space of endPointSpace</param>
        /// <param name="cylTransform">transform for the cylinder primitive to connect</param>
        public static void ConnectCylinderBetweenPoints(Transform endPointSpace, Vector3 a, Vector3 b, Transform cylTransform)
        {
            cylTransform.localPosition = MathUtils.TransformPointFromTo(endPointSpace, cylTransform.parent, 0.5f * (a + b));
            Vector3 dir = MathUtils.TransformDirectionFromTo(endPointSpace, cylTransform.parent, (b - a).normalized);

            cylTransform.localRotation = Quaternion.LookRotation(dir) * Quaternion.FromToRotation(Vector3.up, Vector3.forward);
            Vector3 scale = cylTransform.localScale;

            scale.y = (a - b).magnitude * 0.5f;
            cylTransform.localScale = scale;
        }
示例#2
0
        /// <summary>
        /// Returns if a point will be rendered on the screen in either eye
        /// </summary>
        /// <param name="position"></param>
        /// <returns></returns>
        public static bool IsInFOV(Vector3 position)
        {
            float verticalFovHalf   = Camera.main.fieldOfView / 2;
            float horizontalFovHalf = GetHorizontalFieldOfViewRadians() * Mathf.Rad2Deg / 2;

            Vector3 deltaPos     = position - Camera.main.transform.position;
            Vector3 headDeltaPos = MathUtils.TransformDirectionFromTo(null, Camera.main.transform, deltaPos).normalized;

            float yaw   = Mathf.Asin(headDeltaPos.x) * Mathf.Rad2Deg;
            float pitch = Mathf.Asin(headDeltaPos.y) * Mathf.Rad2Deg;

            return(Mathf.Abs(yaw) < horizontalFovHalf && Mathf.Abs(pitch) < verticalFovHalf);
        }
示例#3
0
文件: Utils.cs 项目: dag10/HoloDrink
        /// <summary>
        /// Position transform along the gaze direction and orient yaw to match, with the specified offset
        /// </summary>
        /// <param name="stageTransform">transform of higher-level space where 0,1,0 is up</param>
        /// <param name="tran">transform to be repositioned</param>
        /// <param name="offset">translation offset, Z is forward</param>
        /// <param name="yawOffset">yaw offset</param>
        public static void MoveObjectInFrontOfUser(Transform stageTransform, Transform tran, Vector3 offset, float yawOffset)
        {
            // have obj track head position with translation offset
            Vector3 stageHeadPos = MathUtils.TransformPointFromTo(null, stageTransform, Camera.main.transform.transform.position);
            Vector3 stageHeadDir = MathUtils.TransformDirectionFromTo(null, stageTransform, Camera.main.transform.transform.forward);

            stageHeadDir.y = 0.0f; // ignore head pitch - use head position to set height
            stageHeadDir.Normalize();
            Vector3 sideDir     = Vector3.Cross(stageHeadDir, Vector3.up).normalized;
            Vector3 stageNewPos = stageHeadPos + stageHeadDir * offset.z + Vector3.up * offset.y + sideDir * offset.x;

            tran.localPosition = MathUtils.TransformPointFromTo(stageTransform, tran.parent, stageNewPos);

            // also track head yaw
            Vector3    toDir = MathUtils.TransformDirectionFromTo(stageTransform, tran.parent, stageHeadDir);
            Quaternion rot   = Quaternion.FromToRotation(Vector3.forward, toDir.normalized) * Quaternion.Euler(0.0f, yawOffset, 0.0f);

            tran.localRotation = rot;
        }