107 lines
4.3 KiB
C#
107 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEngine;
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namespace Misaki.ArtTool
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{
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internal static class MatrixHelper
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{
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internal static void DecomposeMatrix(float4x4 matrix, out float3 position, out quaternion rotation, out float3 scale)
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{
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position = matrix.c3.xyz;
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scale = new float3(
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math.length(matrix.c0.xyz),
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math.length(matrix.c1.xyz),
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math.length(matrix.c2.xyz)
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);
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rotation = quaternion.LookRotation(matrix.c2.xyz / scale.z, matrix.c1.xyz / scale.y);
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}
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internal static void DecomposeMatrixToVector(float4x4 matrix, out Vector3 position, out Quaternion rotation, out Vector3 scale)
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{
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position = matrix.c3.xyz;
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scale = new Vector3(
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math.length(matrix.c0.xyz),
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math.length(matrix.c1.xyz),
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math.length(matrix.c2.xyz)
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);
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rotation = Quaternion.LookRotation(matrix.c2.xyz / scale.z, matrix.c1.xyz / scale.y);
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}
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internal static void DecomposeMatrixToTransform(float4x4 matrix, Transform transform)
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{
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var position = matrix.c3.xyz;
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var scale = new Vector3(
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math.length(matrix.c0.xyz),
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math.length(matrix.c1.xyz),
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math.length(matrix.c2.xyz)
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);
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var rotation = Quaternion.LookRotation(matrix.c2.xyz / scale.z, matrix.c1.xyz / scale.y);
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transform.SetPositionAndRotation(position, rotation);
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transform.localScale = scale;
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}
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internal static void DecomposeMatrixList(in List<Matrix4x4> matrixList, Span<Vector3> positions, Span<Quaternion> rotations, Span<Vector3> scales)
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{
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if (matrixList.Count > positions.Length || matrixList.Count > rotations.Length || matrixList.Count > scales.Length)
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{
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throw new ArgumentException("The length of the spans must be larger or equal to the number of matrices in the list.");
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}
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for (var i = 0; i < matrixList.Count; i++)
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{
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DecomposeMatrixToVector(matrixList[i], out positions[i], out rotations[i], out scales[i]);
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}
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}
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internal static void DecomposeMatrixListToTransform(in List<Matrix4x4> matrixList, Span<Transform> transform)
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{
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if (matrixList.Count > transform.Length)
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{
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throw new ArgumentException("The length of the spans must be larger or equal to the number of matrices in the list.");
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}
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for (var i = 0; i < matrixList.Count; i++)
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{
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DecomposeMatrixToTransform(matrixList[i], transform[i]);
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}
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}
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internal static void DecomposeMatrixList(ReadOnlySpan<float4x4> matrixList, Span<Vector3> positions, Span<Quaternion> rotations, Span<Vector3> scales)
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{
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if (matrixList.Length > positions.Length || matrixList.Length > rotations.Length || matrixList.Length > scales.Length)
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{
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throw new ArgumentException("The length of the spans must be larger or equal to the number of matrices in the list.");
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}
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for (var i = 0; i < matrixList.Length; i++)
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{
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DecomposeMatrixToVector(matrixList[i], out positions[i], out rotations[i], out scales[i]);
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}
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}
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internal static void DecomposeMatrixList(ReadOnlySpan<PointData> matrixList, Span<Vector3> positions, Span<Quaternion> rotations, Span<Vector3> scales)
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{
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if (matrixList.Length != positions.Length || matrixList.Length != rotations.Length || matrixList.Length != scales.Length)
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{
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throw new ArgumentException("The length of the spans must match the number of matrices in the list.");
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}
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for (var i = 0; i < matrixList.Length; i++)
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{
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DecomposeMatrixToVector(matrixList[i].matrix, out positions[i], out rotations[i], out scales[i]);
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}
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}
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internal static float3 GetScale(this float4x4 matrix)
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{
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return new float3(math.length(matrix.c0.xyz), math.length(matrix.c1.xyz), math.length(matrix.c2.xyz));
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}
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}
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}
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