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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