1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282
| using System; using UnityEngine;
namespace XMath { public static class XMatrix { public static Matrix4x4 MakeLocalPosToWorldPosMatrix(Transform reference) { Vector3 referenceWorldPos = reference.position; Vector3 referenceAngle = reference.eulerAngles; Vector3 referenceScale = reference.localScale; float radianX = referenceAngle.x * Mathf.PI / 180; float radianY = referenceAngle.y * Mathf.PI / 180; float radianZ = referenceAngle.z * Mathf.PI / 180; Matrix4x4 matrixTrans = new Matrix4x4( new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(referenceWorldPos.x, referenceWorldPos.y, referenceWorldPos.z, 1) ); Matrix4x4 matrixRotZ = new Matrix4x4( new Vector4(Mathf.Cos(radianZ), Mathf.Sin(radianZ), 0, 0), new Vector4(-Mathf.Sin(radianZ), Mathf.Cos(radianZ), 0, 0), new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 1)); Matrix4x4 matrixRotX = new Matrix4x4( new Vector4(1, 0, 0, 0), new Vector4(0, Mathf.Cos(radianX), Mathf.Sin(radianX), 0), new Vector4(0, -Mathf.Sin(radianX), Mathf.Cos(radianX), 0), new Vector4(0, 0, 0, 1)); Matrix4x4 matrixRotY = new Matrix4x4( new Vector4(Mathf.Cos(radianY), 0, -Mathf.Sin(radianY), 0), new Vector4(0, 1, 0, 0), new Vector4(Mathf.Sin(radianY), 0, Mathf.Cos(radianY), 0), new Vector4(0, 0, 0, 1)); Matrix4x4 matrixScale = (new Matrix4x4( new Vector4(referenceScale.x, 0, 0, 0), new Vector4(0, referenceScale.y, 0, 0), new Vector4(0, 0, referenceScale.z, 0), new Vector4(0, 0, 0, 1) )) ;
Matrix4x4 mw = matrixTrans * matrixRotY * matrixRotX * matrixRotZ * matrixScale; return mw; } public static Matrix4x4 MakeWorldToLocalPosMatrix(Transform reference) { Vector3 referenceWorldPos = reference.position; Vector3 referenceAngle = reference.eulerAngles; Vector3 referenceScale = reference.localScale; float radianX = referenceAngle.x * Mathf.PI / 180; float radianY = referenceAngle.y * Mathf.PI / 180; float radianZ = referenceAngle.z * Mathf.PI / 180; Matrix4x4 matrixTrans = new Matrix4x4( new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(-referenceWorldPos.x, -referenceWorldPos.y, -referenceWorldPos.z, 1) ); Matrix4x4 matrixRotZ = new Matrix4x4( new Vector4(Mathf.Cos(-radianZ), Mathf.Sin(-radianZ), 0, 0), new Vector4(-Mathf.Sin(-radianZ), Mathf.Cos(-radianZ), 0, 0), new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 1)); Matrix4x4 matrixRotX = new Matrix4x4( new Vector4(1, 0, 0, 0), new Vector4(0, Mathf.Cos(-radianX), Mathf.Sin(-radianX), 0), new Vector4(0, -Mathf.Sin(-radianX), Mathf.Cos(-radianX), 0), new Vector4(0, 0, 0, 1)); Matrix4x4 matrixRotY = new Matrix4x4( new Vector4(Mathf.Cos(-radianY), 0, -Mathf.Sin(-radianY), 0), new Vector4(0, 1, 0, 0), new Vector4(Mathf.Sin(-radianY), 0, Mathf.Cos(-radianY), 0), new Vector4(0, 0, 0, 1)); Matrix4x4 matrixScale = (new Matrix4x4( new Vector4(1/ referenceScale.x, 0, 0, 0), new Vector4(0, 1/ referenceScale.y, 0, 0), new Vector4(0, 0, 1/ referenceScale.z, 0), new Vector4(0, 0, 0, 1) )) ; Matrix4x4 wm = matrixScale * matrixRotZ * matrixRotX * matrixRotY * matrixTrans; return wm; } public static Matrix4x4 MakeLocalPosToWorldPosMatrixWithDir(Transform reference) { Vector3 referenceWorldPos = reference.position; Vector3 referenceRight = reference.right; Vector3 referenceUp = reference.up; Vector3 referenceForward = reference.forward; Vector3 referenceScale = reference.localScale; Matrix4x4 matrixTrans = new Matrix4x4( new Vector4(1, 0,0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(referenceWorldPos.x, referenceWorldPos.y, referenceWorldPos.z, 1) ); Matrix4x4 matrixRot = new Matrix4x4( new Vector4(referenceRight.x, referenceRight.y, referenceRight.z, 0), new Vector4(referenceUp.x, referenceUp.y, referenceUp.z, 0), new Vector4(referenceForward.x, referenceForward.y, referenceForward.z, 0), new Vector4(0, 0, 0, 1) ); Matrix4x4 matrixScale = (new Matrix4x4( new Vector4(referenceScale.x, 0, 0, 0), new Vector4(0, referenceScale.y, 0, 0), new Vector4(0, 0, referenceScale.z, 0), new Vector4(0, 0, 0, 1) )) ;
Matrix4x4 mw = matrixTrans * matrixRot * matrixScale; return mw; } public static Matrix4x4 MakeWorldPosToLocalPosMatrixWithDir(Transform reference) { Vector3 referenceWorldPos = reference.position; Vector3 referenceRight = reference.right; Vector3 referenceUp = reference.up; Vector3 referenceForward = reference.forward; Vector3 referenceScale = reference.localScale; Matrix4x4 matrixTrans = new Matrix4x4( new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(-referenceWorldPos.x, -referenceWorldPos.y, -referenceWorldPos.z, 1) ); Matrix4x4 matrixRot = new Matrix4x4( new Vector4(referenceRight.x, referenceUp.x, referenceForward.x, 0), new Vector4(referenceRight.y, referenceUp.y, referenceForward.y, 0), new Vector4(referenceRight.z, referenceUp.z, referenceForward.z, 0), new Vector4(0, 0, 0, 1) ); Matrix4x4 matrixScale = (new Matrix4x4( new Vector4(1 / referenceScale.x, 0, 0, 0), new Vector4(0, 1 / referenceScale.y, 0, 0), new Vector4(0, 0, 1 / referenceScale.z, 0), new Vector4(0, 0, 0, 1) )) ;
Matrix4x4 wm = matrixScale * matrixRot * matrixTrans; return wm; } public static Vector3 LocalPosToWorldPos(Transform reference, Vector3 localPos) { Matrix4x4 mw = MakeLocalPosToWorldPosMatrix(reference); Vector4 localPos4 = localPos; localPos4.w = 1; Vector3 worldPos = mw * localPos4; return worldPos; }
public static Vector3 WorldToLocalPos(Transform reference, Vector3 worldPos) { Matrix4x4 wm = MakeWorldToLocalPosMatrix(reference); Vector4 localPos4 = worldPos; localPos4.w = 1; Vector3 localPos = wm * localPos4; return localPos; }
public static Vector3 LocalPosToWorldPosWithDir(Transform reference, Vector3 localPos) { Matrix4x4 mw = MakeLocalPosToWorldPosMatrixWithDir(reference); Vector4 localPos4 = localPos; localPos4.w = 1; Vector3 worldPos = mw * localPos4; return worldPos; } public static Vector3 WorldPosToLocalPosWithDir(Transform reference, Vector3 worldPos) { Matrix4x4 wm = MakeWorldPosToLocalPosMatrixWithDir(reference); Vector4 worldPos4 = worldPos; worldPos4.w = 1; Vector3 localPos = wm * worldPos4; return localPos; }
private static string MatrixToString(Matrix4x4 mx) { string s = ""; for (int i = 0; i < 4; i++) { Vector4 row = mx.GetRow(i); s += string.Format("({0:f2}, {1:f2}, {2:f2}, {3:f2})\n", row.x, row.y, row.z, row.w); }
return s; } }
}
|