import { _decorator, Component, Mat4, Sprite, v3 } from 'cc'; const { ccclass, property } = _decorator; // dynamicAtlasManager.enabled = false; @ccclass('TestBilliards') export class TestBilliards extends Component { @property public scrollAxis = v3(1, 0, 0) private matrix = new Mat4(); private mat = [ 1, 0, 0, 0, 1, 0, 0, 0, 1] @property public scrollSpeed = 0; start() { } scroll(rad, x, y, z) { // 矩阵旋转 // 传入的是逆矩阵,所以计算反向旋转 // 因为只需要计算3d旋转,所以用3x3矩阵表示 const s = Math.sin(-rad); const c = Math.cos(-rad); const t = 1 - c; let a = this.mat; const a00 = a[0]; const a01 = a[1]; const a02 = a[2]; const a10 = a[3]; const a11 = a[4]; const a12 = a[5]; const a20 = a[6]; const a21 = a[7]; const a22 = a[8]; const b00 = x * x * t + c; const b01 = y * x * t + z * s; const b02 = z * x * t - y * s; const b10 = x * y * t - z * s; const b11 = y * y * t + c; const b12 = z * y * t + x * s; const b20 = x * z * t + y * s; const b21 = y * z * t - x * s; const b22 = z * z * t + c; a[0] = a00 * b00 + a10 * b01 + a20 * b02; a[1] = a01 * b00 + a11 * b01 + a21 * b02; a[2] = a02 * b00 + a12 * b01 + a22 * b02; a[3] = a00 * b10 + a10 * b11 + a20 * b12; a[4] = a01 * b10 + a11 * b11 + a21 * b12; a[5] = a02 * b10 + a12 * b11 + a22 * b12; a[6] = a00 * b20 + a10 * b21 + a20 * b22; a[7] = a01 * b20 + a11 * b21 + a21 * b22; a[8] = a02 * b20 + a12 * b21 + a22 * b22; } update(dt) { let rad = dt * this.scrollSpeed; this.scroll(rad, this.scrollAxis.x, this.scrollAxis.y, this.scrollAxis.z); let a = this.mat this.matrix.set( a[0], a[1], a[2], 0, a[3], a[4], a[5], 0, a[6], a[7], a[8], 0, 0, 0, 0, 0,) this.getComponent(Sprite).material.setProperty("b_matrix", this.matrix) } }