unity还原three导出的json——基本模型,位移,旋转,缩放
- GameObject.CreatePrimitive(PrimitiveType.Cube);
- GameObject.CreatePrimitive(PrimitiveType.Plane);
- GameObject.CreatePrimitive(PrimitiveType.Sphere);
- GameObject.CreatePrimitive(PrimitiveType.Cylinder);
然后设置transform组件:
- using System;
- using UnityEngine;
- using UnityEditor;
- public class MatrixArray
- {
- private Vector3 scale;
- private Vector3 angle;
- private Matrix4x4 m_Materix;
- private Quaternion m_Quaternion;
- private double[] init =
- {
- -7.143478,3.521163,-7.232108,,-1.87758,1.747491,2.705387,,2.692082,3.996646,-0.713207,,5.061553,4.274189,5.206913,
- };
- public MatrixArray()
- {
- SetScaleAndAngle();
- }
- public Vector3 GetPosition()
- {
- float[] arr = DoubleToFloat(init);
- Vector3 position = new Vector3(arr[], arr[], arr[]);
- return position;
- }
- public Vector3 GetScale()
- {
- return scale;
- }
- public Vector3 GetAngle()
- {
- return angle;
- }
- private float[] DoubleToFloat(double[] arrs)
- {
- float[] outs = new float[arrs.Length];
- float b = ;
- int index = ;
- foreach (var a in arrs)
- {
- b = (float) a;
- outs[index] = b;
- index++;
- }
- return outs;
- }
- private void SetScaleAndAngle()
- {
- float[] arr = DoubleToFloat(init);
- var te = arr;
- var sx = Length(new Vector3(te[], te[], te[]));
- var sy = Length(new Vector3(te[], te[], te[]));
- var sz = Length(new Vector3(te[], te[], te[]));
- var det = Determinant();
- if (det < )
- {
- sx = -sx;
- }
- scale.x = sx;
- scale.y = sy;
- scale.z = sz;
- var invSX = / sx;
- var invSY = / sy;
- var invSZ = / sz;
- Vector4 v4;
- for (int j = ; j < arr.Length; j++)
- {
- if (j % == )
- {
- v4 = new Vector4(arr[j - ], arr[j - ], arr[j - ], arr[j]);
- m_Materix.SetColumn((int) (j / ), v4);
- }
- }
- m_Materix[] *= invSX;
- m_Materix[] *= invSX;
- m_Materix[] *= invSX;
- m_Materix[] *= invSY;
- m_Materix[] *= invSY;
- m_Materix[] *= invSY;
- m_Materix[] *= invSZ;
- m_Materix[] *= invSZ;
- m_Materix[] *= invSZ;
- QuaternionSetFromMatrix(m_Materix);
- }
- private void QuaternionSetFromMatrix(Matrix4x4 m)
- {
- var trace = m.m00 + m.m11 + m.m22;
- var s = 0f;
- if (trace > )
- {
- s = 0.5f / Mathf.Sqrt(trace + 1.0f);
- m_Quaternion.w = 0.25f / s;
- m_Quaternion.x = (m.m21 - m.m12) * s;
- m_Quaternion.y = (m.m02 - m.m20) * s;
- m_Quaternion.z = (m.m10 - m.m01) * s;
- }
- else if (m.m00 > m.m11 && m.m00 > m.m22)
- {
- s = 2.0f * Mathf.Sqrt(1.0f + m.m00 - m.m11 - m.m22);
- m_Quaternion.w = (m.m21 - m.m12) / s;
- m_Quaternion.x = 0.25f * s;
- m_Quaternion.y = (m.m10 + m.m01) / s;
- m_Quaternion.z = (m.m20 + m.m02) / s;
- }
- else if (m.m11 > m.m22)
- {
- s = 2.0f * Mathf.Sqrt(1.0f + m.m11 - m.m00 - m.m22);
- m_Quaternion.w = (m.m02 - m.m20) / s;
- m_Quaternion.x = (m.m10 + m.m01) / s;
- m_Quaternion.y = 0.25f * s;
- m_Quaternion.z = (m.m21 + m.m12) / s;
- }
- else
- {
- s = 2.0f * Mathf.Sqrt(1.0f + m.m22 - m.m00 - m.m11);
- m_Quaternion.w = (m.m10 - m.m01) / s;
- m_Quaternion.x = (m.m20 + m.m02) / s;
- m_Quaternion.y = (m.m21 + m.m12) / s;
- m_Quaternion.z = 0.25f * s;
- }
- SetFromRotationMatrix(MakeRotationFromQuaternion(m_Quaternion));
- }
- private float[] MakeRotationFromQuaternion(Quaternion q)
- {
- float[] te = new float[];
- te[] = te[] = te[] = te[] = ;
- var x = q.x;
- var y = q.y;
- var z = q.z;
- var w = q.w;
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var xy = x * y2;
- var xz = x * z2;
- var yy = y * y2;
- var yz = y * z2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- te[] = - (yy + zz);
- te[] = xy - wz;
- te[] = xz + wy;
- te[] = xy + wz;
- te[] = - (xx + zz);
- te[] = yz - wx;
- te[] = xz - wy;
- te[] = yz + wx;
- te[] = - (xx + yy);
- // last column
- te[] = ;
- te[] = ;
- te[] = ;
- // bottom row
- te[] = ;
- te[] = ;
- te[] = ;
- te[] = ;
- return te;
- }
- private void SetFromRotationMatrix(float[] m)
- {
- var te = m;
- var m11 = te[];
- var m12 = te[];
- var m13 = te[];
- var m21 = te[];
- var m22 = te[];
- var m23 = te[];
- var m31 = te[];
- var m32 = te[];
- var m33 = te[];
- angle.y = Mathf.Asin(Mathf.Clamp(m13, -, ));
- if (Mathf.Abs(m13) < 0.99999)
- {
- angle.x = Mathf.Atan2(-m23, m33);
- angle.z = Mathf.Atan2(-m12, m11);
- }
- else
- {
- angle.x = Mathf.Atan2(m32, m22);
- angle.z = ;
- }
- angle.x = angle.x * 180f / Mathf.PI;
- angle.y = angle.y * 180f / Mathf.PI;
- angle.z = angle.z * 180f / Mathf.PI;
- m_Quaternion = Quaternion.Euler(angle);
- }
- private float Length(Vector3 vector3)
- {
- return Mathf.Sqrt(vector3.x * vector3.x + vector3.y * vector3.y + vector3.z * vector3.z);
- }
- private float Determinant()
- {
- float[] arr = DoubleToFloat(init);
- var te = arr;
- var n11 = te[];
- var n12 = te[];
- var n13 = te[];
- var n14 = te[];
- var n21 = te[];
- var n22 = te[];
- var n23 = te[];
- var n24 = te[];
- var n31 = te[];
- var n32 = te[];
- var n33 = te[];
- var n34 = te[];
- var n41 = te[];
- var n42 = te[];
- var n43 = te[];
- var n44 = te[];
- return (
- n41 * (
- +n14 * n23 * n32
- - n13 * n24 * n32
- - n14 * n22 * n33
- + n12 * n24 * n33
- + n13 * n22 * n34
- - n12 * n23 * n34
- ) +
- n42 * (
- +n11 * n23 * n34
- - n11 * n24 * n33
- + n14 * n21 * n33
- - n13 * n21 * n34
- + n13 * n24 * n31
- - n14 * n23 * n31
- ) +
- n43 * (
- +n11 * n24 * n32
- - n11 * n22 * n34
- - n14 * n21 * n32
- + n12 * n21 * n34
- + n14 * n22 * n31
- - n12 * n24 * n31
- ) +
- n44 * (
- -n13 * n22 * n31
- - n11 * n23 * n32
- + n11 * n22 * n33
- + n13 * n21 * n32
- - n12 * n21 * n33
- + n12 * n23 * n31
- )
- );
- }
- }
- MatrixArray类是解析
- private void SetTransform(GameObject game)
- {
- MatrixArray matrix = new MatrixArray();
- game.transform.position = matrix.GetPosition();
- game.transform.localScale = matrix.GetScale();
- game.transform.Rotate(new Vector3(matrix.GetAngle().x,,),Space.Self);
- game.transform.Rotate(new Vector3(,matrix.GetAngle().y,),Space.Self);
- game.transform.Rotate(new Vector3(,,matrix.GetAngle().z),Space.Self);
- game.transform.parent = gameObject.transform;
- Reverse(game.transform,matrix);
- }
上面代码为unity的对象还原位移旋转缩放。
- private void Reverse(Transform form,MatrixArray matrixParse)
- {
- //反转
- Vector3 pos = matrixParse.GetPosition();
- form.position = new Vector3(-pos.x,pos.y,pos.z);
- Vector3 scale = matrixParse.GetScale();
- form.localScale = new Vector3(scale.x,-scale.y,-scale.z);
- form.Rotate(new Vector3(,,),Space.World);
- }
由于three.js是右手坐标系,unity是左手坐标系,摄像机看到的场景会反向,上述代码解决。
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