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[1.0] constraitn の実装 #952
[1.0] constraitn の実装 #952
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rebase |
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とりあえず実装してみるということで LGTM
やはりコンストレイントは、単純コピーで済まないものはどうしてもエッジケースで不定挙動にならざるを得ませんね……
下手な制約は定義から取っ払いたい感じがある
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public Matrix4x4 TRS(float s) => Matrix4x4.TRS(Translation, Rotation, new Vector3(s, s, s)); |
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悪用されそう
var localPosition = transform.worldToLocalMatrix.MultiplyPoint(Source.position); | ||
// var (yaw, pitch) = CalcYawPitch(m_coords, localPosition); | ||
var zAxis = (Source.position - transform.position).normalized; | ||
var xAxis = Vector3.Cross(Vector3.up, zAxis); |
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World Up に依存するのはどうしようもない
これ以上綺麗な定義があるか?というと、おそらくない
を実装した。
という継承