Matrix4x4Extensions.cs
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using System;
using UniGLTF;
using UnityEngine;
namespace VRM
{
public static class Matrix4x4Extensions
{
public static void CalcYawPitch(this Matrix4x4 m, Vector3 target, out float yaw, out float pitch)
{
var zaxis = Vector3.Project(target, m.GetColumn(2));
var yaxis = Vector3.Project(target, m.GetColumn(1));
var xaxis = Vector3.Project(target, m.GetColumn(0));
var yawPlusMinus = Vector3.Dot(xaxis, m.GetColumn(0)) > 0 ? 1.0f : -1.0f;
yaw = (float)Math.Atan2(xaxis.magnitude, zaxis.magnitude) * yawPlusMinus * Mathf.Rad2Deg;
var pitchPlusMinus = Vector3.Dot(yaxis, m.GetColumn(1)) > 0 ? 1.0f : -1.0f;
pitch = (float)Math.Atan2(yaxis.magnitude, (xaxis + zaxis).magnitude) * pitchPlusMinus * Mathf.Rad2Deg;
}
public static Quaternion YawPitchRotation(this Matrix4x4 m, float yaw, float pitch)
{
return Quaternion.AngleAxis(yaw, m.GetColumn(1)) * Quaternion.AngleAxis(-pitch, m.GetColumn(0));
}
public static Matrix4x4 RotationToWorldAxis(this Matrix4x4 m)
{
return UnityExtensions.Matrix4x4FromColumns(
m.MultiplyVector(Vector3.right),
m.MultiplyVector(Vector3.up),
m.MultiplyVector(Vector3.forward),
new Vector4(0, 0, 0, 1)
);
}
}
}