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100 lines
2.6 KiB
100 lines
2.6 KiB
//************************************************** |
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// Copyright©2018 何冠峰 |
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// Licensed under the MIT license |
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//************************************************** |
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namespace UnityEngine |
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{ |
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public struct Matrix3x3 |
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{ |
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public static readonly Matrix3x3 identity = new Matrix3x3(1, 0, 0, 0, 1, 0, 0, 0, 1); |
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public float[] Data; |
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public Matrix3x3(float m0, float m1, float m2, float m3, float m4, float m5, float m6, float m7, float m8) |
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{ |
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Data = new float[9]; |
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Data[0] = m0; Data[3] = m3; Data[6] = m6; |
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Data[1] = m1; Data[4] = m4; Data[7] = m7; |
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Data[2] = m2; Data[5] = m5; Data[8] = m8; |
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} |
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public void SetZero() |
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{ |
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Data[0] = 0f; Data[3] = 0f; Data[6] = 0f; |
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Data[1] = 0f; Data[4] = 0f; Data[7] = 0f; |
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Data[2] = 0f; Data[5] = 0f; Data[8] = 0f; |
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//The floats are laid out |
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// m0 m3 m6 |
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// m1 m4 m7 |
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// m2 m5 m8 |
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//Data[0]=m00; Data[3]=m01; Data[6]=m02; |
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//Data[1]=m10; Data[4]=m11; Data[7]=m12; |
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//Data[2]=m20; Data[5]=m21; Data[8]=m22; |
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//Get(0, 0) Get(0, 1) Get(0, 2) |
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//Get(1, 0) Get(1, 1) Get(1, 2) |
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//Get(2, 0) Get(2, 1) Get(2, 2) |
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} |
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public float Get(int row, int column) |
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{ |
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return Data[row + (column * 3)]; |
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} |
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public void Set(int row, int column, float value) |
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{ |
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Data[row + (column * 3)] = value; |
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} |
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public void SetOrthoNormalBasis(Vector3 inX, Vector3 inY, Vector3 inZ) |
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{ |
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this.Set(0, 0, inX.x); this.Set(0, 1, inY.x); this.Set(0, 2, inZ.x); |
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this.Set(1, 0, inX.y); this.Set(1, 1, inY.y); this.Set(1, 2, inZ.y); |
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this.Set(2, 0, inX.z); this.Set(2, 1, inY.z); this.Set(2, 2, inZ.z); |
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} |
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public float GetDeterminant() |
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{ |
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float fCofactor0 = Get(0, 0) * Get(1, 1) * Get(2, 2); |
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float fCofactor1 = Get(0, 1) * Get(1, 2) * Get(2, 0); |
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float fCofactor2 = Get(0, 2) * Get(1, 0) * Get(2, 1); |
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float fCofactor3 = Get(0, 2) * Get(1, 1) * Get(2, 0); |
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float fCofactor4 = Get(0, 1) * Get(1, 0) * Get(2, 2); |
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float fCofactor5 = Get(0, 0) * Get(1, 2) * Get(2, 1); |
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return fCofactor0 + fCofactor1 + fCofactor2 - fCofactor3 - fCofactor4 - fCofactor5; |
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} |
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// Right handed |
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public static bool LookRotationToMatrix(Vector3 viewVec, Vector3 upVec, out Matrix3x3 m) |
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{ |
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m = Matrix3x3.identity; |
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Vector3 z = viewVec; |
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// compute u0 |
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float mag = z.Length(); |
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if (mag < Mathf.Epsilon) |
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{ |
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return false; |
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} |
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z /= mag; |
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Vector3 x = Vector3.Cross(upVec, z); |
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mag = x.Length(); |
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if (mag < Mathf.Epsilon) |
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{ |
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return false; |
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} |
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x /= mag; |
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Vector3 y = Vector3.Cross(z, x); |
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if (!Mathf.CompareApproximate(y.Length(), 1.0F)) |
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return false; |
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m.SetOrthoNormalBasis(x, y, z); |
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return true; |
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} |
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} |
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} |