95 lines
3.0 KiB
C#
95 lines
3.0 KiB
C#
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// Copyright 2014 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using UnityEngine;
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/// @cond
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/// Encapsulates a rotation and a translation. This is a convenience class that allows
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/// construction and value access either by Matrix4x4 or Quaternion + Vector3 types.
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public class Pose3D {
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/// Right-handed to left-handed matrix converter (and vice versa).
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public static readonly Matrix4x4 FLIP_Z = Matrix4x4.Scale(new Vector3(1, 1, -1));
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/// Flip the handedness of a matrix.
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static public Matrix4x4 FlipHandedness(Matrix4x4 matrix) {
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return FLIP_Z * matrix * FLIP_Z;
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}
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/// The translation component of the pose.
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public Vector3 Position { get; protected set; }
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/// The rotation component of the pose.
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public Quaternion Orientation { get; protected set; }
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/// The pose as a matrix in Unity gameobject convention (left-handed).
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public Matrix4x4 Matrix { get; protected set; }
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/// The pose as a matrix in right-handed coordinates.
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public Matrix4x4 RightHandedMatrix {
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get {
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return FlipHandedness(Matrix);
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}
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}
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/// Default constructor.
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/// Initializes position to the origin and orientation to the identity rotation.
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public Pose3D() {
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Position = Vector3.zero;
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Orientation = Quaternion.identity;
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Matrix = Matrix4x4.identity;
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}
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/// Constructor that takes a Vector3 and a Quaternion.
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public Pose3D(Vector3 position, Quaternion orientation) {
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Set(position, orientation);
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}
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/// Constructor that takes a Matrix4x4.
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public Pose3D(Matrix4x4 matrix) {
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Set(matrix);
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}
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protected void Set(Vector3 position, Quaternion orientation) {
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Position = position;
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Orientation = orientation;
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Matrix = Matrix4x4.TRS(position, orientation, Vector3.one);
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}
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protected void Set(Matrix4x4 matrix) {
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Matrix = matrix;
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Position = matrix.GetColumn(3);
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Orientation = Quaternion.LookRotation(matrix.GetColumn(2), matrix.GetColumn(1));
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}
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}
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/// @endcond
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/// @cond
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/// Mutable version of Pose3D.
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public class MutablePose3D : Pose3D {
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/// Sets the position and orientation from a Vector3 + Quaternion.
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public new void Set(Vector3 position, Quaternion orientation) {
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base.Set(position, orientation);
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}
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/// Sets the position and orientation from a Matrix4x4.
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public new void Set(Matrix4x4 matrix) {
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base.Set(matrix);
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}
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/// Sets the position and orientation from a right-handed Matrix4x4.
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public void SetRightHanded(Matrix4x4 matrix) {
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Set(FlipHandedness(matrix));
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}
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}
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/// @endcond
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