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89 行
3.5 KiB

using System;
using UIWidgets.foundation;
using UIWidgets.ui;
using UnityEngine;
using Rect = UIWidgets.ui.Rect;
namespace UIWidgets.painting {
public static class MatrixUtils {
public static Offset transformPoint(this Matrix4x4 transform, Offset point) {
var position3 = new Vector3((float) point.dx, (float) point.dy, 0);
var transformed3 = transform.MultiplyPoint(position3);
return new Offset(transformed3.x, transformed3.y);
}
public static Rect transformRect(this Matrix4x4 transform, Offset[] points, out bool isRect) {
D.assert(points != null && points.Length == 4, "expected 4 points");
var topLeft = transform.transformPoint(points[0]);
var topRight = transform.transformPoint(points[1]);
var bottomLeft = transform.transformPoint(points[2]);
var bottomRight = transform.transformPoint(points[3]);
isRect = topLeft.dy == topRight.dy
&& topRight.dx == bottomRight.dx
&& bottomRight.dy == bottomLeft.dy
&& bottomLeft.dx == topLeft.dx;
var left = Math.Min(Math.Min(Math.Min(topLeft.dx, topRight.dx), bottomLeft.dx), bottomRight.dx);
var right = Math.Max(Math.Max(Math.Max(topLeft.dx, topRight.dx), bottomLeft.dx), bottomRight.dx);
var top = Math.Min(Math.Min(Math.Min(topLeft.dy, topRight.dy), bottomLeft.dy), bottomRight.dy);
var bottom = Math.Max(Math.Max(Math.Max(topLeft.dy, topRight.dy), bottomLeft.dy), bottomRight.dy);
return Rect.fromLTRB(left, top, right, bottom);
}
public static Rect transformRect(this Matrix4x4 transform, Rect rect, out bool isRect) {
return transform.transformRect(
new[] {rect.topLeft, rect.topRight, rect.bottomLeft, rect.bottomRight},
out isRect);
}
public static Rect transformRect(this Matrix4x4 transform, Offset[] points) {
bool isRect;
return transform.transformRect(points, out isRect);
}
public static Rect transformRect(this Matrix4x4 transform, Rect rect) {
bool isRect;
return transform.transformRect(rect, out isRect);
}
public static Rect inverseTransformRect(this Matrix4x4 transform, Rect rect) {
D.assert(rect != null);
D.assert(transform.determinant != 0.0);
if (transform.isIdentity) {
return rect;
}
var inverse = transform.inverse;
return inverse.transformRect(rect);
}
public static Offset getAsTranslation(this Matrix4x4 transform) {
if (transform.m00 == 1.0 &&
transform.m10 == 0.0 &&
transform.m20 == 0.0 &&
transform.m30 == 0.0 &&
transform.m01 == 0.0 &&
transform.m11 == 1.0 &&
transform.m21 == 0.0 &&
transform.m31 == 0.0 &&
transform.m02 == 0.0 &&
transform.m12 == 0.0 &&
transform.m22 == 1.0 &&
transform.m32 == 0.0 &&
transform.m23 == 0.0 &&
transform.m33 == 1.0) {
return new Offset(transform.m03, transform.m13);
}
return null;
}
public static bool isPerspective(this Matrix4x4 transform) {
return transform[3, 0] != 0 || transform[3, 1] != 0 || transform[3, 2] != 0 || transform[3, 3] != 1;
}
}
}