375 lines
15 KiB
C#
375 lines
15 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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namespace OpenCVForUnity.UnityUtils
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{
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public struct PoseData
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{
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public Vector3 pos;
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public Quaternion rot;
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}
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/// <summary>
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/// AR utils.
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/// </summary>
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public class ARUtils
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{
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/// <summary>
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/// Convertes rvec value to rotation transform.
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/// </summary>
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/// <param name="tvec">Rvec.</param>
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/// <returns>Rotation.</returns>
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public static Quaternion ConvertRvecToRot (double[] rvec)
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{
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if (rvec.Length < 3)
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return new Quaternion ();
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Vector3 _rvec = new Vector3 ((float)rvec[0], (float)rvec[1], (float)rvec[2]);
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float theta = _rvec.magnitude;
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_rvec.Normalize ();
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// http://stackoverflow.com/questions/12933284/rodrigues-into-eulerangles-and-vice-versa
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return Quaternion.AngleAxis (theta * Mathf.Rad2Deg, _rvec);
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}
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/// <summary>
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/// Convertes tvec value to position transform.
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/// </summary>
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/// <param name="tvec">Tvec.</param>
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/// <returns>Position.</returns>
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public static Vector3 ConvertTvecToPos (double[] tvec)
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{
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if (tvec.Length < 3)
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return new Vector3 ();
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return new Vector3 ((float)tvec[0], (float)tvec[1], (float)tvec[2]);
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}
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/// <summary>
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/// Convertes rvec and tvec value to PoseData.
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/// </summary>
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/// <param name="tvec">Rvec.</param>
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/// <param name="tvec">Tvec.</param>
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/// <returns>PoseData.</returns>
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public static PoseData ConvertRvecTvecToPoseData (double[] rvec, double[] tvec)
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{
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PoseData data = new PoseData ();
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data.pos = ConvertTvecToPos (tvec);
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data.rot = ConvertRvecToRot (rvec);
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return data;
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}
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private static Vector3 vector_one = Vector3.one;
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private static Matrix4x4 invertYMatrix = Matrix4x4.TRS (Vector3.zero, Quaternion.identity, new Vector3 (1, -1, 1));
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private static Matrix4x4 invertZMatrix = Matrix4x4.TRS (Vector3.zero, Quaternion.identity, new Vector3 (1, 1, -1));
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/// <summary>
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/// Convertes PoseData to transform matrix.
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/// </summary>
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/// <param name="posedata">PoseData.</param>
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/// <param name="toLeftHandCoordinateSystem">Determines if convert the transformation matrix to the left-hand coordinate system.</param>
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/// <param name="invertZAxis">Determines if invert Z axis of the transform matrix.</param>
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/// <returns>Transform matrix.</returns>
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public static Matrix4x4 ConvertPoseDataToMatrix (ref PoseData poseData, bool toLeftHandCoordinateSystem = false, bool invertZAxis = false)
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{
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Matrix4x4 matrix = Matrix4x4.TRS (poseData.pos, poseData.rot, vector_one);
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// right-handed coordinates system (OpenCV) to left-handed one (Unity)
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if (toLeftHandCoordinateSystem)
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matrix = invertYMatrix * matrix;
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// Apply Z axis inverted matrix.
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if (invertZAxis)
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matrix = matrix * invertZMatrix;
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return matrix;
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}
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/// <summary>
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/// Convertes transform matrix to PoseData.
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/// </summary>
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/// <param name="matrix">Transform matrix.</param>
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/// <returns>PoseData.</returns>
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public static PoseData ConvertMatrixToPoseData (ref Matrix4x4 matrix)
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{
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PoseData data = new PoseData ();
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data.pos = ExtractTranslationFromMatrix (ref matrix);
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data.rot = ExtractRotationFromMatrix (ref matrix);
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return data;
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}
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/// <summary>
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/// Creates pose data dictionary.
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/// </summary>
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/// <param name="markerCount">Marker count.</param>
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/// <param name="ids">ids.</param>
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/// <param name="rvecs">Rvecs.</param>
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/// <param name="tvecs">Tvecs.</param>
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/// <returns>PoseData dictionary.</returns>
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public static Dictionary<int, PoseData> CreatePoseDataDict (int markerCount, int[] ids, double[] rvecs, double[] tvecs)
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{
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Dictionary<int, PoseData> dict = new Dictionary<int, PoseData> ();
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if (markerCount == 0) return dict;
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Vector3 rvec = new Vector3 ();
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for (int i = 0; i < markerCount; i++)
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{
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PoseData data = new PoseData ();
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data.pos.Set ((float)tvecs[i * 3], (float)tvecs[i * 3 + 1], (float)tvecs[i * 3 + 2]);
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rvec.Set ((float)rvecs[i * 3], (float)rvecs[i * 3 + 1], (float)rvecs[i * 3 + 2]);
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float theta = rvec.magnitude;
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rvec.Normalize ();
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data.rot = Quaternion.AngleAxis (theta * Mathf.Rad2Deg, rvec);
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dict[ids[i]] = data;
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}
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return dict;
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}
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/// <summary>
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/// Performs a lowpass check on the position and rotation in newPose, comparing them to oldPose.
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/// </summary>
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/// <param name="oldPose">Old PoseData.</param>
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/// <param name="newPose">New PoseData.</param>
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/// <param name="posThreshold">Positon threshold.</param>
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/// <param name="rotThreshold">Rotation threshold.</param>
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public static void LowpassPoseData (ref PoseData oldPose, ref PoseData newPose, float posThreshold, float rotThreshold)
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{
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posThreshold *= posThreshold;
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float posDiff = (newPose.pos - oldPose.pos).sqrMagnitude;
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float rotDiff = Quaternion.Angle (newPose.rot, oldPose.rot);
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if (posDiff < posThreshold)
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{
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newPose.pos = oldPose.pos;
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}
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if (rotDiff < rotThreshold)
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{
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newPose.rot = oldPose.rot;
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}
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}
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/// <summary>
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/// Performs a lowpass check on the position and rotation of each marker in newDict, comparing them to those in oldDict.
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/// </summary>
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/// <param name="oldDict">Old dictionary.</param>
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/// <param name="newDict">New dictionary.</param>
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/// <param name="posThreshold">Positon threshold.</param>
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/// <param name="rotThreshold">Rotation threshold.</param>
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public static void LowpassPoseDataDict (Dictionary<int, PoseData> oldDict, Dictionary<int, PoseData> newDict, float posThreshold, float rotThreshold)
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{
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posThreshold *= posThreshold;
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List<int> keys = new List<int> (newDict.Keys);
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foreach (int key in keys)
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{
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if (!oldDict.ContainsKey (key)) continue;
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PoseData oldPose = oldDict[key];
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PoseData newPose = newDict[key];
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float posDiff = (newPose.pos - oldPose.pos).sqrMagnitude;
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float rotDiff = Quaternion.Angle (newPose.rot, oldPose.rot);
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if (posDiff < posThreshold)
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{
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newPose.pos = oldPose.pos;
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}
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if (rotDiff < rotThreshold)
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{
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newPose.rot = oldPose.rot;
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}
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newDict[key] = newPose;
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}
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}
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/// <summary>
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/// Extract translation from transform matrix.
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/// </summary>
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/// <param name="matrix">Transform matrix. This parameter is passed by reference
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/// to improve performance; no changes will be made to it.</param>
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/// <returns>
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/// Translation offset.
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/// </returns>
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public static Vector3 ExtractTranslationFromMatrix (ref Matrix4x4 matrix)
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{
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Vector3 translate;
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translate.x = matrix.m03;
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translate.y = matrix.m13;
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translate.z = matrix.m23;
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return translate;
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}
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/// <summary>
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/// Extract rotation quaternion from transform matrix.
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/// </summary>
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/// <param name="matrix">Transform matrix. This parameter is passed by reference
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/// to improve performance; no changes will be made to it.</param>
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/// <returns>
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/// Quaternion representation of rotation transform.
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/// </returns>
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public static Quaternion ExtractRotationFromMatrix (ref Matrix4x4 matrix)
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{
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Vector3 forward;
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forward.x = matrix.m02;
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forward.y = matrix.m12;
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forward.z = matrix.m22;
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Vector3 upwards;
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upwards.x = matrix.m01;
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upwards.y = matrix.m11;
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upwards.z = matrix.m21;
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return Quaternion.LookRotation (forward, upwards);
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}
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/// <summary>
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/// Extract scale from transform matrix.
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/// </summary>
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/// <param name="matrix">Transform matrix. This parameter is passed by reference
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/// to improve performance; no changes will be made to it.</param>
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/// <returns>
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/// Scale vector.
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/// </returns>
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public static Vector3 ExtractScaleFromMatrix (ref Matrix4x4 matrix)
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{
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Vector3 scale;
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scale.x = new Vector4 (matrix.m00, matrix.m10, matrix.m20, matrix.m30).magnitude;
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scale.y = new Vector4 (matrix.m01, matrix.m11, matrix.m21, matrix.m31).magnitude;
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scale.z = new Vector4 (matrix.m02, matrix.m12, matrix.m22, matrix.m32).magnitude;
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return scale;
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}
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/// <summary>
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/// Extract position, rotation and scale from TRS matrix.
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/// </summary>
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/// <param name="matrix">Transform matrix. This parameter is passed by reference
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/// to improve performance; no changes will be made to it.</param>
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/// <param name="localPosition">Output position.</param>
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/// <param name="localRotation">Output rotation.</param>
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/// <param name="localScale">Output scale.</param>
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public static void DecomposeMatrix (ref Matrix4x4 matrix, out Vector3 localPosition, out Quaternion localRotation, out Vector3 localScale)
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{
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localPosition = ExtractTranslationFromMatrix (ref matrix);
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localRotation = ExtractRotationFromMatrix (ref matrix);
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localScale = ExtractScaleFromMatrix (ref matrix);
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}
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/// <summary>
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/// Set transform component from TRS matrix.
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/// </summary>
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/// <param name="transform">Transform component.</param>
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/// <param name="matrix">Transform matrix. This parameter is passed by reference
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/// to improve performance; no changes will be made to it.</param>
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public static void SetTransformFromMatrix (Transform transform, ref Matrix4x4 matrix)
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{
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transform.localPosition = ExtractTranslationFromMatrix (ref matrix);
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transform.localRotation = ExtractRotationFromMatrix (ref matrix);
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transform.localScale = ExtractScaleFromMatrix (ref matrix);
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}
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/// <summary>
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/// Calculate projection matrix from camera matrix values.
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/// </summary>
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/// <param name="fx">Focal length x.</param>
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/// <param name="fy">Focal length y.</param>
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/// <param name="cx">Image center point x.(principal point x)</param>
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/// <param name="cy">Image center point y.(principal point y)</param>
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/// <param name="width">Image width.</param>
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/// <param name="height">Image height.</param>
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/// <param name="near">The near clipping plane distance.</param>
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/// <param name="far">The far clipping plane distance.</param>
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/// <returns>
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/// Projection matrix.
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/// </returns>
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public static Matrix4x4 CalculateProjectionMatrixFromCameraMatrixValues (float fx, float fy, float cx, float cy, float width, float height, float near, float far)
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{
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Matrix4x4 projectionMatrix = new Matrix4x4 ();
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projectionMatrix.m00 = 2.0f * fx / width;
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projectionMatrix.m02 = 1.0f - 2.0f * cx / width;
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projectionMatrix.m11 = 2.0f * fy / height;
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projectionMatrix.m12 = -1.0f + 2.0f * cy / height;
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projectionMatrix.m22 = -(far + near) / (far - near);
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projectionMatrix.m23 = -2.0f * far * near / (far - near);
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projectionMatrix.m32 = -1.0f;
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return projectionMatrix;
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}
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/// <summary>
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/// Calculate camera matrix values from projection matrix.
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/// </summary>
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/// <param name="projectionMatrix">Projection matrix.</param>
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/// <param name="width">Image width.</param>
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/// <param name="height">Image height.</param>
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/// <param name="fovV">Vertical field of view.</param>
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/// <returns>
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/// Camera matrix values. (fx = matrx.m00, fy = matrx.m11, cx = matrx.m02, cy = matrx.m12)
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/// </returns>
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public static Matrix4x4 CameraMatrixValuesFromCalculateProjectionMatrix (Matrix4x4 projectionMatrix, float width, float height, float fovV)
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{
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float fovH = 2.0f * Mathf.Atan (width / height * Mathf.Tan (fovV * Mathf.Deg2Rad / 2.0f)) * Mathf.Rad2Deg;
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Matrix4x4 cameraMatrix = new Matrix4x4 ();
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cameraMatrix.m00 = CalculateDistance (width, fovH);
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cameraMatrix.m02 = -((projectionMatrix.m02 * width - width) / 2);
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cameraMatrix.m11 = CalculateDistance (height, fovV);
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cameraMatrix.m12 = (projectionMatrix.m12 * height + height) / 2;
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cameraMatrix.m22 = 1.0f;
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return cameraMatrix;
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}
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/// <summary>
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/// Calculate frustum size.
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/// https://docs.unity3d.com/Manual/FrustumSizeAtDistance.html
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/// </summary>
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/// <param name="distance">Distance.</param>
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/// <param name="fov">Field of view. (horizontal or vertical direction)</param>
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/// <returns>
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/// Frustum height.
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/// </returns>
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public static float CalculateFrustumSize (float distance, float fov)
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{
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return 2.0f * distance * Mathf.Tan (fov * 0.5f * Mathf.Deg2Rad);
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}
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/// <summary>
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/// Calculate distance.
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/// https://docs.unity3d.com/Manual/FrustumSizeAtDistance.html
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/// </summary>
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/// <param name="frustumHeight">One side size of a frustum.</param>
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/// <param name="fov">Field of view. (horizontal or vertical direction)</param>
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/// <returns>
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/// Distance.
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/// </returns>
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public static float CalculateDistance (float frustumSize, float fov)
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{
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return frustumSize * 0.5f / Mathf.Tan (fov * 0.5f * Mathf.Deg2Rad);
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}
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/// <summary>
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/// Calculate FOV angle.
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/// https://docs.unity3d.com/Manual/FrustumSizeAtDistance.html
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/// </summary>
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/// <param name="frustumHeight">One side size of a frustum.</param>
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/// <param name="distance">Distance.</param>
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/// <returns>
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/// FOV angle.
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/// </returns>
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public static float CalculateFOVAngle (float frustumSize, float distance)
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{
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return 2.0f * Mathf.Atan (frustumSize * 0.5f / distance) * Mathf.Rad2Deg;
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}
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}
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}
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