refact: 将旋转矩阵的计算抽象为旋转工具类
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67
Assets/Utils/RotateUtils.cs
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67
Assets/Utils/RotateUtils.cs
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using System;
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using UnityEngine;
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namespace Utils
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{
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/// <summary>
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/// 旋转工具类
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/// </summary>
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public static class RotateUtils
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{
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private static Matrix4x4 _matrix;
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/// <summary>
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/// 获得绕X轴旋转矩阵
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/// </summary>
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/// <param name="degree">旋转的角度</param>
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/// <returns></returns>
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public static Matrix4x4 RotateAxisX(float degree)
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{
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var sin = MathF.Sin(degree);
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var cos = MathF.Cos(degree);
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_matrix.SetRow(0 ,new Vector4(1,0,0,0));
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_matrix.SetRow(1, new Vector4(0, cos, -sin, 0));
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_matrix.SetRow(2, new Vector4(0, sin, cos, 0));
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_matrix.SetRow(3, new Vector4(0, 0, 0, 1));
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return _matrix;
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}
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/// <summary>
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/// 获得绕Y轴旋转矩阵
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/// </summary>
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/// <param name="degree">旋转的角度</param>
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/// <returns></returns>
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public static Matrix4x4 RotateAxisY(float degree)
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{
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var sin = MathF.Sin(degree);
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var cos = MathF.Cos(degree);
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_matrix.SetRow(0, new Vector4(cos, 0, sin, 0));
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_matrix.SetRow(1, new Vector4(0, 1, 0, 1));
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_matrix.SetRow(2, new Vector4(-sin, 0, cos, 0));
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_matrix.SetRow(3, new Vector4(0, 0, 0, 1));
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return _matrix;
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}
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/// <summary>
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/// 获得绕Z轴旋转矩阵
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/// </summary>
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/// <param name="degree">旋转的角度</param>
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/// <returns></returns>
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public static Matrix4x4 RotateAxisZ(float degree)
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{
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var sin = MathF.Sin(degree);
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var cos = MathF.Cos(degree);
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_matrix.SetRow(0, new Vector4(cos, -sin, 0, 0));
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_matrix.SetRow(1, new Vector4(sin, cos, 0, 0));
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_matrix.SetRow(2, new Vector4(0, 0, 1, 0));
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_matrix.SetRow(3, new Vector4(0, 0, 0, 1));
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return _matrix;
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}
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}
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}
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3
Assets/Utils/RotateUtils.cs.meta
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3
Assets/Utils/RotateUtils.cs.meta
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fileFormatVersion: 2
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guid: d748c6669d714e65a5ca9164c5798583
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timeCreated: 1677319275
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