| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100 |
- //**************************************************
- // Copyright©2018 何冠峰
- // Licensed under the MIT license
- //**************************************************
- namespace UnityEngine
- {
- public struct Matrix3x3
- {
- public static readonly Matrix3x3 identity = new Matrix3x3(1, 0, 0, 0, 1, 0, 0, 0, 1);
-
- public float[] Data;
- public Matrix3x3(float m0, float m1, float m2, float m3, float m4, float m5, float m6, float m7, float m8)
- {
- Data = new float[9];
- Data[0] = m0; Data[3] = m3; Data[6] = m6;
- Data[1] = m1; Data[4] = m4; Data[7] = m7;
- Data[2] = m2; Data[5] = m5; Data[8] = m8;
- }
-
- public void SetZero()
- {
- Data[0] = 0f; Data[3] = 0f; Data[6] = 0f;
- Data[1] = 0f; Data[4] = 0f; Data[7] = 0f;
- Data[2] = 0f; Data[5] = 0f; Data[8] = 0f;
- //The floats are laid out
- // m0 m3 m6
- // m1 m4 m7
- // m2 m5 m8
- //Data[0]=m00; Data[3]=m01; Data[6]=m02;
- //Data[1]=m10; Data[4]=m11; Data[7]=m12;
- //Data[2]=m20; Data[5]=m21; Data[8]=m22;
- //Get(0, 0) Get(0, 1) Get(0, 2)
- //Get(1, 0) Get(1, 1) Get(1, 2)
- //Get(2, 0) Get(2, 1) Get(2, 2)
- }
- public float Get(int row, int column)
- {
- return Data[row + (column * 3)];
- }
- public void Set(int row, int column, float value)
- {
- Data[row + (column * 3)] = value;
- }
- public void SetOrthoNormalBasis(Vector3 inX, Vector3 inY, Vector3 inZ)
- {
- this.Set(0, 0, inX.x); this.Set(0, 1, inY.x); this.Set(0, 2, inZ.x);
- this.Set(1, 0, inX.y); this.Set(1, 1, inY.y); this.Set(1, 2, inZ.y);
- this.Set(2, 0, inX.z); this.Set(2, 1, inY.z); this.Set(2, 2, inZ.z);
- }
- public float GetDeterminant()
- {
- float fCofactor0 = Get(0, 0) * Get(1, 1) * Get(2, 2);
- float fCofactor1 = Get(0, 1) * Get(1, 2) * Get(2, 0);
- float fCofactor2 = Get(0, 2) * Get(1, 0) * Get(2, 1);
- float fCofactor3 = Get(0, 2) * Get(1, 1) * Get(2, 0);
- float fCofactor4 = Get(0, 1) * Get(1, 0) * Get(2, 2);
- float fCofactor5 = Get(0, 0) * Get(1, 2) * Get(2, 1);
- return fCofactor0 + fCofactor1 + fCofactor2 - fCofactor3 - fCofactor4 - fCofactor5;
- }
- // Right handed
- public static bool LookRotationToMatrix(Vector3 viewVec, Vector3 upVec, out Matrix3x3 m)
- {
- m = Matrix3x3.identity;
- Vector3 z = viewVec;
- // compute u0
- float mag = z.Length();
- if (mag < Mathf.Epsilon)
- {
- return false;
- }
- z /= mag;
- Vector3 x = Vector3.Cross(upVec, z);
- mag = x.Length();
- if (mag < Mathf.Epsilon)
- {
- return false;
- }
- x /= mag;
- Vector3 y = Vector3.Cross(z, x);
- if (!Mathf.CompareApproximate(y.Length(), 1.0F))
- return false;
- m.SetOrthoNormalBasis(x, y, z);
- return true;
- }
- }
- }
|