BITFALL/Assets/GSpawn - Level Designer/Scripts/Objects/ObjectPositionCalculator.cs

47 lines
2.3 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
namespace GSpawn
{
public static class ObjectPositionCalculator
{
private static ObjectBounds.QueryConfig _boundsQConfig = new ObjectBounds.QueryConfig();
static ObjectPositionCalculator()
{
_boundsQConfig.volumelessSize = Vector3.zero;
_boundsQConfig.objectTypes = GameObjectType.All;
_boundsQConfig.includeInactive = false;
_boundsQConfig.includeInvisible = false;
}
public static Vector3 calcRootPosition(GameObject root, Vector3 desiredOOBBCenter, Vector3 desiredWorldScale, Quaternion desiredWorldRotation)
{
OBB obb = ObjectBounds.calcHierarchyWorldOBB(root, _boundsQConfig);
Transform rootTransform = root.transform;
Matrix4x4 rootTransformMatrix = Matrix4x4.TRS(Vector3.zero, rootTransform.rotation, rootTransform.lossyScale);
Matrix4x4 desiredTransformMatrix = Matrix4x4.TRS(Vector3.zero, desiredWorldRotation, desiredWorldScale);
Matrix4x4 inverseTransformMatrix = desiredTransformMatrix * rootTransformMatrix.inverse;
Vector3 relationshipVector = rootTransform.position - obb.center;
relationshipVector = inverseTransformMatrix.MultiplyVector(relationshipVector);
return desiredOOBBCenter + relationshipVector;
}
public static Vector3 calcRootPosition(GameObject root, OBB hierarchyOBB, Vector3 desiredOOBBCenter, Vector3 desiredWorldScale, Quaternion desiredWorldRotation)
{
Transform rootTransform = root.transform;
Matrix4x4 rootTransformMatrix = Matrix4x4.TRS(Vector3.zero, rootTransform.rotation, rootTransform.lossyScale);
Matrix4x4 desiredTransformMatrix = Matrix4x4.TRS(Vector3.zero, desiredWorldRotation, desiredWorldScale);
Matrix4x4 inverseTransformMatrix = desiredTransformMatrix * rootTransformMatrix.inverse;
Vector3 relationshipVector = rootTransform.position - hierarchyOBB.center;
relationshipVector = inverseTransformMatrix.MultiplyVector(relationshipVector);
return desiredOOBBCenter + relationshipVector;
}
}
}
#endif