示例#1
0
 public TransformMatrix GetTransformMatrix()
 {
     if (IsValid)
     {
         return(_surfaceQuad.TransformMatrix);
     }
     return(TransformMatrix.GetIdentity());
 }
示例#2
0
        public static Quaternion CalculateRotationQuaternionForAxisAlignment(Quaternion currentRotation, CoordinateSystemAxis alignmentAxis, Vector3 destinationAxis)
        {
            TransformMatrix rotationMatrix = TransformMatrix.GetIdentity();

            rotationMatrix.Rotation = currentRotation;

            Vector3 axisToAlign             = CoordinateSystemAxes.GetLocalVector(alignmentAxis, rotationMatrix);
            bool    isAlignmentAxisNegative = CoordinateSystemAxes.IsNegativeAxis(alignmentAxis);

            // Already aligned?
            bool pointsInSameDirection;
            bool isAlignedWithDestinationAxis = destinationAxis.IsAlignedWith(axisToAlign, out pointsInSameDirection);

            if (isAlignedWithDestinationAxis && pointsInSameDirection)
            {
                return(currentRotation);
            }

            if (!isAlignedWithDestinationAxis)
            {
                Vector3 rotationAxis = Vector3.Cross(axisToAlign, destinationAxis);
                rotationAxis.Normalize();
                return(Quaternion.AngleAxis(axisToAlign.AngleWith(destinationAxis), rotationAxis) * currentRotation);
            }
            else
            {
                // If this point is reached, it means the axis is aligned with the destination axis but points in the opposite
                // direction. In this case we can not use the cross product, so we will have to regenerate the axes.
                Vector3 newRightAxis, newUpAxis, newLookAxis;
                if (alignmentAxis == CoordinateSystemAxis.PositiveRight || alignmentAxis == CoordinateSystemAxis.NegativeRight)
                {
                    newRightAxis = destinationAxis;
                    if (isAlignmentAxisNegative)
                    {
                        newRightAxis *= -1.0f;
                    }

                    bool worldUpPointsSameDirAsRightAxis;
                    if (newRightAxis.IsAlignedWith(Vector3.up, out worldUpPointsSameDirAsRightAxis))
                    {
                        newLookAxis = worldUpPointsSameDirAsRightAxis ? Vector3.forward : Vector3.back;
                    }
                    else
                    {
                        newLookAxis = Vector3.Cross(newRightAxis, Vector3.up);
                    }

                    if (isAlignmentAxisNegative)
                    {
                        newLookAxis *= -1.0f;
                    }
                    newUpAxis = Vector3.Cross(newLookAxis, newRightAxis);
                }
                if (alignmentAxis == CoordinateSystemAxis.PositiveUp || alignmentAxis == CoordinateSystemAxis.NegativeUp)
                {
                    newUpAxis = destinationAxis;
                    if (isAlignmentAxisNegative)
                    {
                        newUpAxis *= -1.0f;
                    }

                    bool worldUpPointsSameDirAsUpAxis;
                    if (newUpAxis.IsAlignedWith(Vector3.up, out worldUpPointsSameDirAsUpAxis))
                    {
                        newLookAxis = worldUpPointsSameDirAsUpAxis ? Vector3.forward : Vector3.back;
                    }
                    else
                    {
                        newLookAxis = Vector3.Cross(newUpAxis, Vector3.up);
                    }

                    if (isAlignmentAxisNegative)
                    {
                        newLookAxis *= -1.0f;
                    }
                }
                else
                {
                    newLookAxis = destinationAxis;
                    if (isAlignmentAxisNegative)
                    {
                        newLookAxis *= -1.0f;
                    }

                    bool worldUpPointsSameDirAsLookAxis;
                    if (newLookAxis.IsAlignedWith(Vector3.up, out worldUpPointsSameDirAsLookAxis))
                    {
                        newUpAxis = worldUpPointsSameDirAsLookAxis ? Vector3.forward : Vector3.back;
                    }
                    else
                    {
                        newUpAxis = Vector3.Cross(newLookAxis, Vector3.up);
                    }

                    if (isAlignmentAxisNegative)
                    {
                        newUpAxis *= -1.0f;
                    }
                }

                // Normalize the axes which were calculated
                newUpAxis.Normalize();
                newLookAxis.Normalize();

                // Now use the axes to calculate the rotation quaternion
                return(Quaternion.LookRotation(newLookAxis, newUpAxis));
            }
        }
 /// <summary>
 /// This method can be called to render any necessary gizmos for debugging purposes.
 /// </summary>
 public void RenderGizmosDebug()
 {
     _sphereTree.RenderGizmosDebug(TransformMatrix.GetIdentity());
 }