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Question by Mac70 · May 06, 2015 at 05:53 PM · c#gameobjecttransformmath

Shear transformation using GameObject transformations

Is it possible to create shear transformation (for 2 or at least 1 axis) using cascade of GameObject transform operations?

I know that this is possible to do using Mesh API or proper shader, but I would like to know if the same effect can be achieved using only plain GameObjects and some scripting instead.

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Answer by Trejkaz · Jun 20, 2018 at 09:35 AM

It can be done. Example:

  • Outermost game object: Rotation X=22.5, Y=0, Z=0

  • Next game object in: Scale X=1, Y=0.3826834, Z=0.9238795

  • Next game object in: Rotation X=-45, Y=0, Z=0

  • Next game object in: Scale X=1, Y=2, Z=1.414214

  • Standard unit cube inside that.

Produces a 45 degree shear on X:

Screenshot

The general case:

  • Rotate by X=theta/2 counter-clockwise

  • Scale by Y=sin(theta/2), Z=cos(theta/2)

  • Rotate by X=45 degrees clockwise

  • Scale by Y=sqrt(2)/sin(theta), Z=sqrt(2).

You can probably reduce that to two game objects but I left it as 4 to illustrate how many transformations are being done.


shear.png (21.0 kB)
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Answer by steakpinball · May 06, 2015 at 05:56 PM

No. Transforms can only translate, rotate, and scale. Combining those operations never produces shear. You will have to use something else to produce shear.

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avatar image Trejkaz · Jun 20, 2018 at 09:35 AM 0
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Or you could use game objects and rotations and scaling. Example in my alternative answer.

avatar image Bunny83 · Jun 20, 2018 at 10:08 AM 1
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This answer is only true if you only use a uniform scale. If you have a non-uniform scale it can produce a shear

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