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C# Matrix3.ToQuaternion方法代码示例

本文整理汇总了C#中Matrix3.ToQuaternion方法的典型用法代码示例。如果您正苦于以下问题:C# Matrix3.ToQuaternion方法的具体用法?C# Matrix3.ToQuaternion怎么用?C# Matrix3.ToQuaternion使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Matrix3的用法示例。


在下文中一共展示了Matrix3.ToQuaternion方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: PrepareSimulationParameters

        /// <summary>
        /// This function will get used by importers for example if there were only strand vertex positions available.
        /// It will calculate everything inside of the HairStrand and HairStrandVertex based off the vertex positions.
        /// 
        /// This function assumes that hair strands always have atleast 2 vertices!
        /// and atleast 2 strands.
        /// 
        /// NOTE: This is currently non-functional, it seems like somewhere some rounding issues happen that will make the output of this unusable.
        /// The logic was taken from AMD's AssetConverter. I already spent some days of debugging on this but there is something really weird going on here.
        /// My best guess is that C++ floats are more precise than C# floats for this calculations.
        /// </summary>
        public void PrepareSimulationParameters(ref int hairIndexCounter)
        {
            // TODO: Validity checks
            int counterOffset = hairIndexCounter;

            for (int i = 0; i < this.strandCount; i++)
            {
                // Get current strand
                HairStrand strand = this.strands[i];

                // Set the root follow hair offset
                if (strand.isGuidanceStrand)
                    strand.followRootOffset = new Vector4(0, 0, 0, hairIndexCounter);
                else
                {
                    if (strand.guidanceStrand == null)
                        throw new FormatException("Tried to process a follow strand without guidance strand reference!");

                    Vector3 offset = strand.vertices[0].position - strand.guidanceStrand.vertices[0].position;
                    strand.followRootOffset = new Vector4(offset, counterOffset + this.strands.FindIndex(0, this.strands.Count, s => s == strand.guidanceStrand));
                }

                // First vertex
                HairStrandVertex firstVertex = this.strands[i].vertices[0];
                HairStrandVertex secondVertex = this.strands[i].vertices[1];
                {
                    Vector3 vec = (secondVertex.position - firstVertex.position);
                    Vector3 vecX = Vector3.Normalize(vec);

                    Vector3 vecZ = Vector3.Cross(vecX, new Vector3(1, 0, 0));

                    if (vecZ.LengthSquared < 0.0001f)
                    {
                        vecZ = Vector3.Cross(vecX, new Vector3(0, 1, 0));
                    }

                    vecZ.Normalize();

                    Vector3 vecY = Vector3.Normalize(Vector3.Cross(vecZ, vecX));

                    // Construct rotation matrix
                    Matrix3 rotL2W = new Matrix3();
                    rotL2W.R0C0 = vecX.x;
                    rotL2W.R1C0 = vecX.y;
                    rotL2W.R2C0 = vecX.z;

                    rotL2W.R0C1 = vecY.x;
                    rotL2W.R1C1 = vecY.y;
                    rotL2W.R2C1 = vecY.z;

                    rotL2W.R0C2 = vecZ.x;
                    rotL2W.R1C2 = vecZ.y;
                    rotL2W.R2C2 = vecZ.z;

                    firstVertex.localTranslation = firstVertex.position;
                    firstVertex.localRotation = rotL2W.ToQuaternion();
                    firstVertex.globalTransform = firstVertex.localTransform;
                }

                // The rest n-1 vertices
                for (int j = 1; j < strand.vertices.Count; j++)
                {
                    Vector3 currentPosition = strand.vertices[j].position;
                    Vector3 previousPosition = strand.vertices[j-1].position;
                    HairStrandVertex previousVertex = strand.vertices[j - 1];
                    HairStrandVertex currentVertex = strand.vertices[j];

                    Vector3 vec = Vector3.TressFXTransform((currentPosition - previousPosition), Quaternion.Invert(previousVertex.globalRotation));

                    Vector3 vecX = Vector3.Normalize(vec);

                    Vector3 X = new Vector3(1.0f, 0, 0);
                    Vector3 rotAxis = Vector3.Cross(X, vecX);
                    float angle = Mathf.Acos(Vector3.Dot(X, vecX));

                    if (Mathf.Abs(angle) < 0.001f || rotAxis.LengthSquared < 0.001f)
                    {
                        currentVertex.localRotation = Quaternion.Identity;
                    }
                    else
                    {
                        rotAxis.Normalize();
                        Quaternion rot = Quaternion.FromAxisAngle(rotAxis, angle);
                        currentVertex.localRotation = rot;
                    }

                    currentVertex.localTransform.translation = vec;
                    currentVertex.globalTransform = previousVertex.globalTransform.Multiply(currentVertex.localTransform);
                    // Set the reference vector
//.........这里部分代码省略.........
开发者ID:kennux,项目名称:TressFXUnity,代码行数:101,代码来源:HairMesh.cs

示例2: PrepareSimulationParameters


//.........这里部分代码省略.........
                        {
                            int jk = 0;
                        }

                        Vector3 vec = (secondVertex.position - firstVertex.position);
                        Vector3 vecX = Vector3.Normalize(vec);

                        Vector3 vecZ = Vector3.Cross(vecX, new Vector3(1, 0, 0));

                        if (vecZ.LengthSquared < 0.0001f)
                        {
                            vecZ = Vector3.Cross(vecX, new Vector3(0, 1, 0));
                        }

                        vecZ.Normalize();

                        Vector3 vecY = Vector3.Normalize(Vector3.Cross(vecZ, vecX));

                        // Construct rotation matrix
                        Matrix3 rotL2W = new Matrix3();
                        rotL2W.R0C0 = vecX.x;
                        rotL2W.R1C0 = vecX.y;
                        rotL2W.R2C0 = vecX.z;

                        rotL2W.R0C1 = vecY.x;
                        rotL2W.R1C1 = vecY.y;
                        rotL2W.R2C1 = vecY.z;

                        rotL2W.R0C2 = vecZ.x;
                        rotL2W.R1C2 = vecZ.y;
                        rotL2W.R2C2 = vecZ.z;

                        firstVertex.localTranslation = firstVertex.position;
                        firstVertex.localRotation = rotL2W.ToQuaternion();
                        firstVertex.globalTransform = firstVertex.localTransform;
                    }
                    else
                    {
                        // -6.54806995f 71.0205994f 44.4449997f

                        // if (vertex.position.x == -4.19069004f && vertex.position.y == 73.1125031f && vertex.position.z == 42.9104004f)
                        if (i == 10 && j == 9) // vertex.position.x == -33.5211029f && vertex.position.y == -21.6556110f && vertex.position.z == -11.5229073f)
                        {
                            int elite = 123;
                        }

                        Vector3 v = Vector3.Cross(new Vector3(1, 0, 0), new Vector3(1, 0, 0.010100123f));
                        float d = Vector3.Dot(new Vector3(1, 0, 0), new Vector3(1, 0, 0.010100123f));
                        float angleTest = Mathf.Acos(d);

                        Vector3 vec = Vector3.TressFXTransform((currentPosition - previousPosition), Quaternion.Invert(previousVertex.globalRotation));

                        Vector3 vecX = Vector3.Normalize(vec);

                        Vector3 X = new Vector3(1.0f, 0, 0);
                        Vector3 rotAxis = Vector3.Cross(X, vecX);
                        float angle = Mathf.Acos(Vector3.Dot(X, vecX));


                        if (Mathf.Abs(angle) < 0.0011f || rotAxis.LengthSquared < 0.0011f)
                        {
                            vertex.localRotation = Quaternion.Identity;
                        }
                        else
                        {
                            rotAxis.Normalize();
开发者ID:sokolman,项目名称:TressFXUnity,代码行数:67,代码来源:HairMesh.cs


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