brainvr/Assets/Cardboard/Scripts/Pose3D.cs
2015-07-24 05:07:03 +01:00

69 lines
2 KiB
C#

// Copyright 2014 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
public class Pose3D {
// Right-handed to left-handed matrix converter (and vice versa).
protected static readonly Matrix4x4 flipZ = Matrix4x4.Scale(new Vector3(1, 1, -1));
public Vector3 Position { get; protected set; }
public Quaternion Orientation { get; protected set; }
public Matrix4x4 Matrix { get; protected set; }
public Matrix4x4 RightHandedMatrix {
get {
return flipZ * Matrix * flipZ;
}
}
public Pose3D() {
Position = Vector3.zero;
Orientation = Quaternion.identity;
Matrix = Matrix4x4.identity;
}
public Pose3D(Vector3 position, Quaternion orientation) {
Set(position, orientation);
}
public Pose3D(Matrix4x4 matrix) {
Set(matrix);
}
protected void Set(Vector3 position, Quaternion orientation) {
Position = position;
Orientation = orientation;
Matrix = Matrix4x4.TRS(position, orientation, Vector3.one);
}
protected void Set(Matrix4x4 matrix) {
Matrix = matrix;
Position = matrix.GetColumn(3);
Orientation = Quaternion.LookRotation(matrix.GetColumn(2), matrix.GetColumn(1));
}
}
public class MutablePose3D : Pose3D {
public new void Set(Vector3 position, Quaternion orientation) {
base.Set(position, orientation);
}
public new void Set(Matrix4x4 matrix) {
base.Set(matrix);
}
public void SetRightHanded(Matrix4x4 matrix) {
Set(flipZ * matrix * flipZ);
}
}