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Matrix4x4.SetTRS 设置平移旋转缩放矩阵

发布于 2019-12-18 15:38:00 字数 2967 浏览 1221 评论 0 收藏 0

JavaScript => public function SetTRS(pos: Vector3, q: Quaternion, s: Vector3): void;
C# => public void SetTRS(Vector3 pos, Quaternion q, Vector3 s);

Parameters 参数

Description 描述

Sets this matrix to a translation, rotation and scaling matrix.

设置这个矩阵为一个平移、旋转和缩放矩阵。

The current matrix is modified so that places things at position pos, oriented in rotation q and scaled by s.

当前的矩阵被修改,因此具有位置pos,旋转q和缩放s。

JavaScript:

#pragma strict
// Translate, rotate and scale a mesh. Try varying
// the parameters in the inspector while running
// to see the effect they have.
public var translation: Vector3;
public var eulerAngles: Vector3;
public var scale: Vector3 = new Vector3(1, 1, 1);
private var mf: MeshFilter;
private var origVerts: Vector3[];
private var newVerts: Vector3[];
function Start() {
	mf = GetComponent.<MeshFilter>();
	origVerts = mf.mesh.vertices;
	newVerts = new Vector3[origVerts.Length];
}
function Update() {
	var rotation: Quaternion = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z);
	var m: Matrix4x4 = Matrix4x4.identity;
	m.SetTRS(translation, rotation, scale);
	var i: int = 0;
	while ( i < origVerts.Length ) {
		newVerts[i] = m.MultiplyPoint3x4(origVerts[i]);
		i++;
	}
	mf.mesh.vertices = newVerts;
}

C#:

// Translate, rotate and scale a mesh. Try varying
// the parameters in the inspector while running
// to see the effect they have.
 
using UnityEngine;
using System.Collections;
 
public class ExampleClass : MonoBehaviour {
    public Vector3 translation;
    public Vector3 eulerAngles;
    public Vector3 scale = new Vector3(1, 1, 1);
    private MeshFilter mf;
    private Vector3[] origVerts;
    private Vector3[] newVerts;
 
    void Start() {
        mf = GetComponent<MeshFilter>();
        origVerts = mf.mesh.vertices;
        newVerts = new Vector3[origVerts.Length];
    }
 
    void Update() {
        Quaternion rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z);
        Matrix4x4 m = Matrix4x4.identity;
        m.SetTRS(translation, rotation, scale);
        int i = 0;
        while (i < origVerts.Length) {
            newVerts[i] = m.MultiplyPoint3x4(origVerts[i]);
            i++;
        }
        mf.mesh.vertices = newVerts;
    }
}

matrix4x4

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