我终于自己弄明白了。大部分功劳都属于这个
blog post
不过。
可以使用此方法分解矩阵:
private void DecomposeMatrix(ref Matrix matrix, out Vector2 position, out float rotation, out Vector2 scale)
{
Vector3 position3, scale3;
Quaternion rotationQ;
matrix.Decompose(out scale3, out rotationQ, out position3);
Vector2 direction = Vector2.Transform(Vector2.UnitX, rotationQ);
rotation = (float)Math.Atan2((double)(direction.Y), (double)(direction.X));
position = new Vector2(position3.X, position3.Y);
scale = new Vector2(scale3.X, scale3.Y);
}
然后,可以构建叶精灵的变换矩阵,如下所示:
Matrix transform =
Matrix.CreateScale(new Vector3(this.Scale, 1.0f)) *
Matrix.CreateRotationZ(this.Rotation) *
Matrix.CreateTranslation(new Vector3(this.Position, 0));
对于父精灵,请包含原点:
Matrix transform =
Matrix.CreateTranslation(new Vector3(-this.Origin, 0)) *
Matrix.CreateScale(new Vector3(this.Scale, 1.0f)) *
Matrix.CreateRotationZ(this.Rotation) *
Matrix.CreateTranslation(new Vector3(this.position, 0));
以相反的顺序乘以堆栈中的所有矩阵。