void UpdateTransformMatrix()
{
Matrix4x4 matrix = Matrix4x4.identity;
if (_skew.x != 0 || _skew.y != 0)
ToolSet.SkewMatrix(ref matrix, _skew.x, _skew.y);
if (_perspective)
matrix *= Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(_rotation), Vector3.one);
Vector3 camPos = Vector3.zero;
if (matrix.isIdentity)
_transformMatrix = null;
else
{
_transformMatrix = matrix;
camPos = new Vector3(_pivot.x * _contentRect.width, -_pivot.y * _contentRect.height, _focalLength);
}
//组件的transformMatrix是通过paintingMode实现的,因为全部通过矩阵变换的话,和unity自身的变换混杂在一起,无力理清。
if (_transformMatrix != null)
{
if (this is Container)
this.EnterPaintingMode(3, null);
}
else
{
if (this is Container)
this.LeavePaintingMode(3);
}
if (this._paintingMode > 0)
{
this.paintingGraphics.cameraPosition = camPos;
this.paintingGraphics.vertexMatrix = _transformMatrix;
this._paintingFlag = 1;
}
else if (this.graphics != null)
{
this.graphics.cameraPosition = camPos;
this.graphics.vertexMatrix = _transformMatrix;
_requireUpdateMesh = true;
}
}