FittsLaw/Assets/GoogleVR/Scripts/Pose3D.cs

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2018-10-08 23:54:11 -04:00
// 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;
/// @cond
/// Encapsulates a rotation and a translation. This is a convenience class that allows
/// construction and value access either by Matrix4x4 or Quaternion + Vector3 types.
public class Pose3D {
/// Right-handed to left-handed matrix converter (and vice versa).
public static readonly Matrix4x4 FLIP_Z = Matrix4x4.Scale(new Vector3(1, 1, -1));
/// Flip the handedness of a matrix.
static public Matrix4x4 FlipHandedness(Matrix4x4 matrix) {
return FLIP_Z * matrix * FLIP_Z;
}
/// The translation component of the pose.
public Vector3 Position { get; protected set; }
/// The rotation component of the pose.
public Quaternion Orientation { get; protected set; }
/// The pose as a matrix in Unity gameobject convention (left-handed).
public Matrix4x4 Matrix { get; protected set; }
/// The pose as a matrix in right-handed coordinates.
public Matrix4x4 RightHandedMatrix {
get {
return FlipHandedness(Matrix);
}
}
/// Default constructor.
/// Initializes position to the origin and orientation to the identity rotation.
public Pose3D() {
Position = Vector3.zero;
Orientation = Quaternion.identity;
Matrix = Matrix4x4.identity;
}
/// Constructor that takes a Vector3 and a Quaternion.
public Pose3D(Vector3 position, Quaternion orientation) {
Set(position, orientation);
}
/// Constructor that takes a Matrix4x4.
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));
}
}
/// @endcond
/// @cond
/// Mutable version of Pose3D.
public class MutablePose3D : Pose3D {
/// Sets the position and orientation from a Vector3 + Quaternion.
public new void Set(Vector3 position, Quaternion orientation) {
base.Set(position, orientation);
}
/// Sets the position and orientation from a Matrix4x4.
public new void Set(Matrix4x4 matrix) {
base.Set(matrix);
}
/// Sets the position and orientation from a right-handed Matrix4x4.
public void SetRightHanded(Matrix4x4 matrix) {
Set(FlipHandedness(matrix));
}
}
/// @endcond