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using System.Collections.Generic;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
using UnityEngine;
using Rect = Unity.UIWidgets.ui.Rect;
namespace Unity.UIWidgets.painting {
public static class MatrixUtils {
public static float dot(this Vector3 left, Vector3 right) {
return left.x * right.x + left.y * right.y + left.z * right.z;
}
public static Offset getAsTranslation(this Matrix4 values) {
if (values[0] == 1 && // col 1
values[1] == 0 &&
values[2] == 0 &&
values[3] == 0 &&
values[4] == 0 && // col 2
values[5] == 1 &&
values[6] == 0 &&
values[7] == 0 &&
values[8] == 0 && // col 3
values[9] == 0 &&
values[10] == 1 &&
values[11] == 0 &&
values[14] == 0 && // bottom of col 4 (values 12 and 13 are the x and y offsets)
values[15] == 1) {
return new Offset(values[12], values[13]);
}
else {
return null;
}
}
public static void QuaternionFromMatrix(this Matrix4 m, ref Quaternion q) {
q.w = Mathf.Sqrt( Mathf.Max( 0, 1 + m.entry(0,0) + m.entry(1,1) + m.entry(2,2) ) ) / 2;
q.x = Mathf.Sqrt( Mathf.Max( 0, 1 + m.entry(0,0) - m.entry(1,1) - m.entry(2,2) ) ) / 2;
q.y = Mathf.Sqrt( Mathf.Max( 0, 1 - m.entry(0,0) + m.entry(1,1) - m.entry(2,2) ) ) / 2;
q.z = Mathf.Sqrt( Mathf.Max( 0, 1 - m.entry(0,0) - m.entry(1,1) + m.entry(2,2) ) ) / 2;
q.x *= Mathf.Sign( q.x * ( m.entry(2,1) - m.entry(1,2) ) );
q.y *= Mathf.Sign( q.y * ( m.entry(0,2) - m.entry(2,0) ) );
q.z *= Mathf.Sign( q.z * ( m.entry(1,0) - m.entry(0,1) ) );
}
public static Quaternion scaled(this Quaternion lhs, float scale) {
lhs.x *= scale;
lhs.y *= scale;
lhs.z *= scale;
lhs.w *= scale;
return lhs;
}
public static Quaternion add(this Quaternion lhs, Quaternion rhs) {
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.z += rhs.z;
lhs.w += rhs.w;
return lhs;
}
public static List<string> debugDescribeTransform(Matrix4 transform) {
if (transform == null) {
return new List<string> {"null"};
}
List<string> result = new List<string>(3);
for (int i = 0; i < 3; i++) {
result.Add($"[{i}] {transform[i * 3]}, {transform[i * 3 + 1]}, {transform[i * 3 + 2]}");
}
return result;
}
public static Offset transformPoint(Matrix4 transform, Offset point) {
Vector3 position3 = new Vector3(point.dx, point.dy, 0);
Vector3 transformed3 = transform.perspectiveTransform(position3);
return new Offset(transformed3.x, transformed3.y);
}
public static Rect transformRect(Matrix4 transform, Rect rect) {
Offset point1 = transformPoint(transform, rect.topLeft);
Offset point2 = transformPoint(transform, rect.topRight);
Offset point3 = transformPoint(transform, rect.bottomLeft);
Offset point4 = transformPoint(transform, rect.bottomRight);
return Rect.fromLTRB(
_min4(point1.dx, point2.dx, point3.dx, point4.dx),
_min4(point1.dy, point2.dy, point3.dy, point4.dy),
_max4(point1.dx, point2.dx, point3.dx, point4.dx),
_max4(point1.dy, point2.dy, point3.dy, point4.dy)
);
}
static bool isIdentity(Matrix4 a) {
D.assert(a != null);
return a[0] == 1.0 // col 1
&& a[1] == 0.0
&& a[2] == 0.0
&& a[3] == 0.0
&& a[4] == 0.0 // col 2
&& a[5] == 1.0
&& a[6] == 0.0
&& a[7] == 0.0
&& a[8] == 0.0 // col 3
&& a[9] == 0.0
&& a[10] == 1.0
&& a[11] == 0.0
&& a[12] == 0.0 // col 4
&& a[13] == 0.0
&& a[14] == 0.0
&& a[15] == 1.0;
}
public static Rect inverseTransformRect(Matrix4 transform, Rect rect) {
D.assert(rect != null);
D.assert(transform.determinant() != 0.0);
if (isIdentity(transform))
return rect;
transform = Matrix4.tryInvert(transform);
return transformRect(transform, rect);
}
static float _min4(float a, float b, float c, float d) {
return Mathf.Min(a, Mathf.Min(b, Mathf.Min(c, d)));
}
static float _max4(float a, float b, float c, float d) {
return Mathf.Max(a, Mathf.Max(b, Mathf.Max(c, d)));
}
public static Matrix4x4 toMatrix4x4(this Matrix3 matrix3) {
var matrix = Matrix4x4.identity;
matrix[0, 0] = matrix3[0]; // row 0
matrix[0, 1] = matrix3[1];
matrix[0, 3] = matrix3[2];
matrix[1, 0] = matrix3[3]; // row 1
matrix[1, 1] = matrix3[4];
matrix[1, 3] = matrix3[5];
matrix[3, 0] = matrix3[6]; // row 2
matrix[3, 1] = matrix3[7];
matrix[3, 3] = matrix3[8];
return matrix;
}
public static Matrix3 toMatrix3(this Matrix4 matrix4) {
var matrix = Matrix3.I();
matrix[0] = matrix4.entry(0, 0);
matrix[1] = matrix4.entry(0, 1);
matrix[2] = matrix4.entry(0, 3);
matrix[3] = matrix4.entry(1, 0);
matrix[4] = matrix4.entry(1, 1);
matrix[5] = matrix4.entry(1, 3);
matrix[6] = matrix4.entry(3, 0);
matrix[7] = matrix4.entry(3, 1);
matrix[8] = matrix4.entry(3, 3);
return matrix;
}
}
public class TransformProperty : DiagnosticsProperty<Matrix4> {
public TransformProperty(string name, Matrix4 value,
bool showName = true,
object defaultValue = null,
DiagnosticLevel level = DiagnosticLevel.info
) : base(name, value, showName: showName, defaultValue: defaultValue ?? foundation_.kNoDefaultValue,
level: level) { }
protected override string valueToString(TextTreeConfiguration parentConfiguration = null) {
if (parentConfiguration != null && !parentConfiguration.lineBreakProperties) {
return value == null ? "null" : value.ToString();
}
return string.Join("\n", MatrixUtils.debugDescribeTransform(value));
}
}
}