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102 行
3.1 KiB
102 行
3.1 KiB
using System;
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using UnityEngine;
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namespace UniVRM10
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{
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public static class Matrix4x4Extensions
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{
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/// <summary>
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/// from AimConstraint
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/// </summary>
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/// <param name="Yaw"></param>
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/// <param name="m"></param>
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/// <param name="target"></param>
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/// <returns></returns>
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public static (float Yaw, float Pitch) CalcYawPitch(this Matrix4x4 m, Vector3 target)
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{
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var localPosition = m.inverse.MultiplyPoint(target);
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var zaxis = Vector3.Project(localPosition, Vector3.forward);
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var yaxis = Vector3.Project(localPosition, Vector3.up);
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var xaxis = Vector3.Project(localPosition, Vector3.right);
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var xDot = Vector3.Dot(xaxis, Vector3.right) > 0;
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var yDot = Vector3.Dot(yaxis, Vector3.up) > 0;
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var zDot = Vector3.Dot(zaxis, Vector3.forward) > 0;
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// x z plane
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var yaw = (float)Math.Atan2(xaxis.magnitude, zaxis.magnitude) * Mathf.Rad2Deg;
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if (xDot && zDot)
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{
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// 1st(0-90)
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}
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else if (xDot && !zDot)
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{
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// 2nd(90-180)
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yaw = 180 - yaw;
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}
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else if (!xDot && !zDot)
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{
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// 3rd
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yaw = -180 + yaw;
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}
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else if (!xDot && zDot)
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{
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// 4th
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yaw = -yaw;
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}
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else
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{
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throw new NotImplementedException();
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}
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// x+y z plane
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var pitch = (float)Math.Atan2(yaxis.magnitude, (xaxis + zaxis).magnitude) * Mathf.Rad2Deg;
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if (yDot)
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{
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pitch = -pitch;
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}
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return (yaw, pitch);
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}
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/// <summary>
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/// yaw: 右が+
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/// pitch: 上が+
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/// という仕様。vrm-0.x から据え置き
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/// </summary>
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public static void CalcYawPitch(this Matrix4x4 m, Vector3 target, out float yaw, out float pitch)
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{
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var z = Vector3.Dot(target, m.GetColumn(2));
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var x = Vector3.Dot(target, m.GetColumn(0));
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yaw = Mathf.Atan2(x, z) * Mathf.Rad2Deg;
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// x+y z plane
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var xz = Mathf.Sqrt(x * x + z * z);
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var y = Vector3.Dot(target, m.GetColumn(1));
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pitch = Mathf.Atan2(y, xz) * Mathf.Rad2Deg;
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}
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/// <summary>
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/// yaw: 右が+
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/// pitch: 上が+
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/// という仕様。vrm-0.x から据え置き
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/// </summary>
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public static Quaternion YawPitchRotation(this Matrix4x4 m, float yaw, float pitch)
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{
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return Quaternion.AngleAxis(yaw, m.GetColumn(1)) * Quaternion.AngleAxis(-pitch, m.GetColumn(0));
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}
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public static Matrix4x4 RotationToWorldAxis(this Matrix4x4 m)
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{
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return UnityExtensions.Matrix4x4FromColumns(
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m.MultiplyVector(Vector3.right),
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m.MultiplyVector(Vector3.up),
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m.MultiplyVector(Vector3.forward),
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new Vector4(0, 0, 0, 1)
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);
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}
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}
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}
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