Implement correct renderer
This commit is contained in:
@@ -1,10 +0,0 @@
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// Convert scaling vector to 4x4 transformation matrix
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// Scaling values are applied to X, Y, Z axes (sxyz.x, sxyz.y, sxyz.z)
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float CrossProduct(float2 u, float2 v) {
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// Create diagonal scaling matrix
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// s.x applied to X-axis
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// s.y applied to Y-axis
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// s.z applied to Z-axis
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return u.x * v.y - u.y * v.x;
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}
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@@ -538,51 +353,6 @@ MonoBehaviour:
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@@ -716,5 +486,4 @@ SceneRoots:
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@@ -1,38 +0,0 @@
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// Convert quaternion to 4x4 transformation matrix
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// Quaternion is stored as (w, x, y, z) where w is the scalar part
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float4x4 QuaternionToMatrix(float4 q) {
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// Extract quaternion components
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float w = q.w;
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float x = q.x;
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float y = q.y;
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float z = q.z;
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// Calculate matrix elements
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float m00 = 1.0 - 2.0 * (y * y + z * z);
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float m01 = 2.0 * (x * y - z * w);
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float m02 = 2.0 * (x * z + y * w);
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float m03 = 0.0;
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float m10 = 2.0 * (x * y + z * w);
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float m11 = 1.0 - 2.0 * (x * x + z * z);
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float m12 = 2.0 * (y * z - x * w);
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float m13 = 0.0;
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float m20 = 2.0 * (x * z - y * w);
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float m21 = 2.0 * (y * z + x * w);
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||||
float m22 = 1.0 - 2.0 * (x * x + y * y);
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float m23 = 0.0;
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float m30 = 0.0;
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float m31 = 0.0;
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||||
float m32 = 0.0;
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float m33 = 1.0;
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||||
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// Return matrix
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return float4x4(
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m00, m01, m02, m03,
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m10, m11, m12, m13,
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m20, m21, m22, m23,
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m30, m31, m32, m33
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);
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@@ -221,17 +221,17 @@ namespace SplatVfx.Editor
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switch (property.name[6])
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{
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case '0':
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splatData.ScaleArray[i].x = val;
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splatData.ScaleArray[i].x = math.exp(val);
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break;
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splatData.ScaleArray[i].y = math.exp(val);
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case '2':
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splatData.ScaleArray[i].z = val;
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break;
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}
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@@ -242,22 +242,22 @@ namespace SplatVfx.Editor
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switch (property.name[4])
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{
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case '0':
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splatData.RotationArray[i].x = val;
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splatData.RotationArray[i].w = val;
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break;
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case '1':
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splatData.RotationArray[i].y = val;
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splatData.RotationArray[i].x = val;
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break;
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case '2':
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splatData.RotationArray[i].z = val;
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splatData.RotationArray[i].y = val;
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break;
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case '3':
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splatData.RotationArray[i].w = val;
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splatData.RotationArray[i].z = val;
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break;
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}
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+7550
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@@ -0,0 +1,49 @@
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// Convert quaternion to 4x4 transformation matrix with non-uniform scaling
|
||||
float4x4 CalculateAxes(float4 q, float3 s) {
|
||||
// Extract quaternion components
|
||||
float w = q.w;
|
||||
float x = q.x;
|
||||
float y = q.y;
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||||
float z = q.z;
|
||||
|
||||
// Calculate rotated basis vectors (columns of the matrix)
|
||||
// This represents the quaternion rotation applied to the unit axes
|
||||
float rx = w * x - w * z + y * z + x * y;
|
||||
float ry = w * y + x * z + w * z + x * y;
|
||||
float rz = x * x - y * y - z * z + w * w;
|
||||
|
||||
// More direct approach using the matrix formula
|
||||
float m00 = 1.0 - 2.0 * (y * y + z * z);
|
||||
float m01 = 2.0 * (x * y - z * w);
|
||||
float m02 = 2.0 * (x * z + y * w);
|
||||
|
||||
float m10 = 2.0 * (x * y + z * w);
|
||||
float m11 = 1.0 - 2.0 * (x * x + z * z);
|
||||
float m12 = 2.0 * (y * z - x * w);
|
||||
|
||||
float m20 = 2.0 * (x * z - y * w);
|
||||
float m21 = 2.0 * (y * z + x * w);
|
||||
float m22 = 1.0 - 2.0 * (x * x + y * y);
|
||||
|
||||
// Apply scaling to each axis
|
||||
// Each column of the matrix is the rotated axis scaled by the corresponding factor
|
||||
float sx = s.x;
|
||||
float sy = s.y;
|
||||
float sz = s.z;
|
||||
|
||||
float m03 = 0.0;
|
||||
float m13 = 0.0;
|
||||
float m23 = 0.0;
|
||||
float m30 = 0.0;
|
||||
float m31 = 0.0;
|
||||
float m32 = 0.0;
|
||||
float m33 = 1.0;
|
||||
|
||||
// Return matrix with scaling
|
||||
return float4x4(
|
||||
m00 * sx, m01 * sy, m02 * sz, m03,
|
||||
m10 * sx, m11 * sy, m12 * sz, m13,
|
||||
m20 * sx, m21 * sy, m22 * sz, m23,
|
||||
m30, m31, m32, m33
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
float CrossProduct(float2 A, float2 B)
|
||||
{
|
||||
return A.x * B.y - A.y * B.x;
|
||||
}
|
||||
|
||||
float SweepArea(float2 A, float2 B)
|
||||
{
|
||||
return abs(CrossProduct(A, B));
|
||||
}
|
||||
|
||||
float4x4 GetMajorAxes(float4x4 Axes, float4x4 AxesProjections)
|
||||
{
|
||||
float4x4 result = (float4x4)0;
|
||||
|
||||
float2 x_proj = AxesProjections[0].xy;
|
||||
float2 y_proj = AxesProjections[1].xy;
|
||||
float2 z_proj = AxesProjections[2].xy;
|
||||
|
||||
float3 x_axes = Axes[0].xyz;
|
||||
float3 y_axes = Axes[1].xyz;
|
||||
float3 z_axes = Axes[2].xyz;
|
||||
|
||||
float xy_area = SweepArea(x_proj, y_proj);
|
||||
float xz_area = SweepArea(x_proj, z_proj);
|
||||
float yz_area = SweepArea(y_proj, z_proj);
|
||||
|
||||
if (xy_area > xz_area && xy_area > yz_area)
|
||||
{
|
||||
result[0].xyz = x_axes;
|
||||
result[1].xyz = y_axes;
|
||||
}
|
||||
else if (xz_area > yz_area)
|
||||
{
|
||||
result[0].xyz = x_axes;
|
||||
result[1].xyz = z_axes;
|
||||
}
|
||||
else
|
||||
{
|
||||
result[0].xyz = y_axes;
|
||||
result[1].xyz = z_axes;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
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guid: f8f4610af7293684491e647c5387e5e4
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guid: 6a36c7edf50aac44a8cdbd3388623256
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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Binary file not shown.
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 25c54d8c074f08447ab1c822a6a052fa
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 7aed4a49184670549a7848ee83952078, type: 3}
|
||||
Reference in New Issue
Block a user