sdraw_mods_cvr/ml_lme/vendor/LeapCSharp/LeapTransform.cs
SDraw db93926f61
Update to Ultraleap Gemini v5.12
Update to Ultraleap Unity Plugin v6.9.0
Unclamped spreads and curls
2023-07-04 11:51:58 +03:00

281 lines
No EOL
9.8 KiB
C#

/******************************************************************************
* Copyright (C) Ultraleap, Inc. 2011-2023. *
* *
* Use subject to the terms of the Apache License 2.0 available at *
* http://www.apache.org/licenses/LICENSE-2.0, or another agreement *
* between Ultraleap and you, your company or other organization. *
******************************************************************************/
using UnityEngine;
namespace Leap
{
using System;
/// <summary>
/// The LeapTransform class represents a transform in three dimensional space.
///
/// Note that the LeapTransform class replaces the Leap.Matrix class.
/// @since 3.1.2
/// </summary>
public struct LeapTransform
{
/// <summary>
/// Constructs a new transform from the specified translation and rotation.
/// </summary>
public LeapTransform(Vector3 translation, Quaternion rotation) :
this(translation, rotation, Vector3.one)
{
}
/// <summary>
/// Constructs a new transform from the specified translation, rotation and scale.
/// </summary>
public LeapTransform(Vector3 translation, Quaternion rotation, Vector3 scale) :
this()
{
this.scale = scale;
// these are non-trival setters.
this.translation = translation;
this.rotation = rotation; // Calls validateBasis
}
/// <summary>
/// Constructs a new Leap transform from a Unity Transform
/// </summary>
/// <param name="t">Unity Transform</param>
public LeapTransform(Transform t) : this()
{
this.scale = t.lossyScale;
this.translation = t.position;
this.rotation = t.rotation;
}
/// <summary>
/// Transforms the specified position vector, applying translation, rotation and scale.
/// </summary>
public Vector3 TransformPoint(Vector3 point)
{
return _xBasisScaled * point.x + _yBasisScaled * point.y + _zBasisScaled * point.z + translation;
}
/// <summary>
/// Transforms the specified direction vector, applying rotation only.
/// </summary>
public Vector3 TransformDirection(Vector3 direction)
{
return _xBasis * direction.x + _yBasis * direction.y + _zBasis * direction.z;
}
/// <summary>
/// Transforms the specified velocity vector, applying rotation and scale.
/// </summary>
public Vector3 TransformVelocity(Vector3 velocity)
{
return _xBasisScaled * velocity.x + _yBasisScaled * velocity.y + _zBasisScaled * velocity.z;
}
/// <summary>
/// Transforms the specified quaternion.
/// Multiplies the quaternion representing the rotational part of this transform by the specified
/// quaternion.
///
/// **Important:** Modifying the basis vectors of this transform directly leaves the underlying quaternion in
/// an indeterminate state. Neither this function nor the LeapTransform.rotation quaternion can be used after
/// the basis vectors are set.
/// </summary>
public Quaternion TransformQuaternion(Quaternion rhs)
{
if (_quaternionDirty)
throw new InvalidOperationException("Calling TransformQuaternion after Basis vectors have been modified.");
if (_flip)
{
// Mirror the axis of rotation across the flip axis.
rhs.x *= _flipAxes.x;
rhs.y *= _flipAxes.y;
rhs.z *= _flipAxes.z;
}
Quaternion t = _quaternion * rhs;
return t;
}
/// <summary>
/// Mirrors this transform's rotation and scale across the x-axis. Translation is not affected.
/// @since 3.1.2
/// </summary>
public void MirrorX()
{
_xBasis = -_xBasis;
_xBasisScaled = -_xBasisScaled;
_flip = true;
_flipAxes.y = -_flipAxes.y;
_flipAxes.z = -_flipAxes.z;
}
/// <summary>
/// Mirrors this transform's rotation and scale across the z-axis. Translation is not affected.
/// @since 3.1.2
/// </summary>
public void MirrorZ()
{
_zBasis = -_zBasis;
_zBasisScaled = -_zBasisScaled;
_flip = true;
_flipAxes.x = -_flipAxes.x;
_flipAxes.y = -_flipAxes.y;
}
/// <summary>
/// The x-basis of the transform.
///
/// **Important:** Modifying the basis vectors of this transform directly leaves the underlying quaternion in
/// an indeterminate state. Neither the TransformQuaternion() function nor the LeapTransform.rotation quaternion
/// can be used after the basis vectors are set.
///
/// @since 3.1.2
/// </summary>
public Vector3 xBasis
{
get { return _xBasis; }
set
{
_xBasis = value;
_xBasisScaled = value * scale.x;
_quaternionDirty = true;
}
}
/// <summary>
/// The y-basis of the transform.
///
/// **Important:** Modifying the basis vectors of this transform directly leaves the underlying quaternion in
/// an indeterminate state. Neither the TransformQuaternion() function nor the LeapTransform.rotation quaternion
/// can be used after the basis vectors are set.
///
/// @since 3.1.2
/// </summary>
public Vector3 yBasis
{
get { return _yBasis; }
set
{
_yBasis = value;
_yBasisScaled = value * scale.y;
_quaternionDirty = true;
}
}
/// <summary>
/// The z-basis of the transform.
///
/// **Important:** Modifying the basis vectors of this transform directly leaves the underlying quaternion in
/// an indeterminate state. Neither the TransformQuaternion() function nor the LeapTransform.rotation quaternion
/// can be used after the basis vectors are set.
///
/// @since 3.1.2
/// </summary>
public Vector3 zBasis
{
get { return _zBasis; }
set
{
_zBasis = value;
_zBasisScaled = value * scale.z;
_quaternionDirty = true;
}
}
/// <summary>
/// The translation component of the transform.
/// @since 3.1.2
/// </summary>
public Vector3 translation
{
get { return _translation; }
set
{
_translation = value;
}
}
/// <summary>
/// The scale factors of the transform.
/// Scale is kept separate from translation.
/// @since 3.1.2
/// </summary>
public Vector3 scale
{
get { return _scale; }
set
{
_scale = value;
_xBasisScaled = _xBasis * scale.x;
_yBasisScaled = _yBasis * scale.y;
_zBasisScaled = _zBasis * scale.z;
}
}
/// <summary>
/// The rotational component of the transform.
///
/// **Important:** Modifying the basis vectors of this transform directly leaves the underlying quaternion in
/// an indeterminate state. This rotation quaternion cannot be accessed after
/// the basis vectors are modified directly.
///
/// @since 3.1.2
/// </summary>
public Quaternion rotation
{
get
{
if (_quaternionDirty)
throw new InvalidOperationException("Requesting rotation after Basis vectors have been modified.");
return _quaternion;
}
set
{
_quaternion = value;
float d = value.x * value.x + value.y * value.y + value.z * value.z + value.w * value.w;
float s = 2.0f / d;
float xs = value.x * s, ys = value.y * s, zs = value.z * s;
float wx = value.w * xs, wy = value.w * ys, wz = value.w * zs;
float xx = value.x * xs, xy = value.x * ys, xz = value.x * zs;
float yy = value.y * ys, yz = value.y * zs, zz = value.z * zs;
_xBasis = new Vector3(1.0f - (yy + zz), xy + wz, xz - wy);
_yBasis = new Vector3(xy - wz, 1.0f - (xx + zz), yz + wx);
_zBasis = new Vector3(xz + wy, yz - wx, 1.0f - (xx + yy));
_xBasisScaled = _xBasis * scale.x;
_yBasisScaled = _yBasis * scale.y;
_zBasisScaled = _zBasis * scale.z;
_quaternionDirty = false;
_flip = false;
_flipAxes = new Vector3(1.0f, 1.0f, 1.0f);
}
}
/// <summary>
/// The identity transform.
/// @since 3.1.2
/// </summary>
public static readonly LeapTransform Identity = new LeapTransform(Vector3.zero, Quaternion.identity, Vector3.one);
private Vector3 _translation;
private Vector3 _scale;
private Quaternion _quaternion;
private bool _quaternionDirty;
private bool _flip;
private Vector3 _flipAxes;
private Vector3 _xBasis;
private Vector3 _yBasis;
private Vector3 _zBasis;
private Vector3 _xBasisScaled;
private Vector3 _yBasisScaled;
private Vector3 _zBasisScaled;
}
}