Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/Utility/MatrixTools.cs
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93 lines
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C#

using UnityEngine;
namespace AwesomeTechnologies.Utility
{
public class MatrixTools
{
public static Vector3 ExtractTranslationFromMatrix(Matrix4x4 matrix)
{
Vector3 translate;
translate.x = matrix.m03;
translate.y = matrix.m13;
translate.z = matrix.m23;
return translate;
}
public static Quaternion ExtractRotationFromMatrix(Matrix4x4 matrix)
{
Vector3 forward;
forward.x = matrix.m02;
forward.y = matrix.m12;
forward.z = matrix.m22;
if (forward == Vector3.zero) return Quaternion.identity;
Vector3 upwards;
upwards.x = matrix.m01;
upwards.y = matrix.m11;
upwards.z = matrix.m21;
return Quaternion.LookRotation(forward, upwards);
}
public static Vector3 ExtractScaleFromMatrix(Matrix4x4 matrix)
{
return new Vector3(matrix.GetColumn(0).magnitude, matrix.GetColumn(1).magnitude, matrix.GetColumn(2).magnitude);
}
public static Matrix4x4 ScaleMatrix4X4(Matrix4x4 lhs, ref Matrix4x4 rhs)
{
return new Matrix4x4
{
m00 = lhs.m00 * rhs.m00,
m01 = lhs.m01 * rhs.m11,
m02 = lhs.m02 * rhs.m22,
m03 = lhs.m03 * rhs.m33,
m10 = lhs.m10 * rhs.m00,
m11 = lhs.m11 * rhs.m11,
m12 = lhs.m12 * rhs.m22,
m13 = lhs.m13 * rhs.m33,
m20 = lhs.m20 * rhs.m00,
m21 = lhs.m21 * rhs.m11,
m22 = lhs.m22 * rhs.m22,
m23 = lhs.m23 * rhs.m33,
m30 = lhs.m30 * rhs.m00,
m31 = lhs.m31 * rhs.m11,
m32 = lhs.m32 * rhs.m22,
m33 = lhs.m33 * rhs.m33
};
}
public static Matrix4x4 TranslateMatrix4X4(Matrix4x4 lhs, Matrix4x4 rhs)
{
return new Matrix4x4
{
m00 = lhs.m00,
m01 = lhs.m01,
m02 = lhs.m02,
m03 = lhs.m00 * rhs.m03 + lhs.m01 * rhs.m13 + lhs.m02 * rhs.m23 + lhs.m03,
m10 = lhs.m10,
m11 = lhs.m11,
m12 = lhs.m12,
m13 = lhs.m10 * rhs.m03 + lhs.m11 * rhs.m13 + lhs.m12 * rhs.m23 + lhs.m13,
m20 = lhs.m20,
m21 = lhs.m21,
m22 = lhs.m22,
m23 = lhs.m20 * rhs.m03 + lhs.m21 * rhs.m13 + lhs.m22 * rhs.m23 + lhs.m23,
m30 = lhs.m30,
m31 = lhs.m31,
m32 = lhs.m32,
m33 = lhs.m30 * rhs.m03 + lhs.m31 * rhs.m13 + lhs.m32 * rhs.m23 + lhs.m33
};
}
public static void FastTranslateMatrix4X4(ref Matrix4x4 lhs, ref Matrix4x4 rhs)
{
lhs.m03 = lhs.m00 * rhs.m03 + lhs.m01 * rhs.m13 + lhs.m02 * rhs.m23 + lhs.m03;
lhs.m13 = lhs.m10 * rhs.m03 + lhs.m11 * rhs.m13 + lhs.m12 * rhs.m23 + lhs.m13;
lhs.m23 = lhs.m20 * rhs.m03 + lhs.m21 * rhs.m13 + lhs.m22 * rhs.m23 + lhs.m23;
lhs.m33 = lhs.m30 * rhs.m03 + lhs.m31 * rhs.m13 + lhs.m32 * rhs.m23 + lhs.m33;
}
}
}