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https://github.com/vrm-c/UniVRM.git
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62 lines
2.4 KiB
C#
62 lines
2.4 KiB
C#
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 p = m.GetColumn(3);
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target -= new Vector3(p.x, p.y, p.z);
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var zaxis = Vector3.Project(target, m.GetColumn(2));
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var yaxis = Vector3.Project(target, m.GetColumn(1));
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var xaxis = Vector3.Project(target, m.GetColumn(0));
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var yawPlusMinus = Vector3.Dot(xaxis, m.GetColumn(0)) > 0 ? 1.0f : -1.0f;
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var yaw = (float)Math.Atan2(xaxis.magnitude, zaxis.magnitude) * yawPlusMinus * Mathf.Rad2Deg;
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var pitchPlusMinus = Vector3.Dot(yaxis, m.GetColumn(1)) < 0 ? 1.0f : -1.0f;
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var pitch = (float)Math.Atan2(yaxis.magnitude, (xaxis + zaxis).magnitude) * pitchPlusMinus * Mathf.Rad2Deg;
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return (yaw, pitch);
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}
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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 zaxis = Vector3.Project(target, m.GetColumn(2));
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var yaxis = Vector3.Project(target, m.GetColumn(1));
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var xaxis = Vector3.Project(target, m.GetColumn(0));
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var yawPlusMinus = Vector3.Dot(xaxis, m.GetColumn(0)) > 0 ? 1.0f : -1.0f;
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yaw = (float)Math.Atan2(xaxis.magnitude, zaxis.magnitude) * yawPlusMinus * Mathf.Rad2Deg;
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var pitchPlusMinus = Vector3.Dot(yaxis, m.GetColumn(1)) > 0 ? 1.0f : -1.0f;
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pitch = (float)Math.Atan2(yaxis.magnitude, (xaxis + zaxis).magnitude) * pitchPlusMinus * Mathf.Rad2Deg;
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}
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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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