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Matrix4x4.TRS 平移旋转缩放

发布于 2019-12-18 15:38:00 字数 3112 浏览 1169 评论 0 收藏 0

JavaScript => public static function TRS(pos: Vector3, q: Quaternion, s: Vector3): Matrix4x4;
C# => public static Matrix4x4 TRS(Vector3 pos, Quaternion q, Vector3 s);

Parameters 参数

Description 描述

Creates a translation, rotation and scaling matrix.

创建一个平移、旋转和缩放矩阵。

The returned matrix is such that places things at position pos, oriented in rotation q and scaled by s.

返回的矩阵具有位置pos,旋转q和缩放s。

JavaScript:

	// Translate, rotate and scale a mesh. Try varying
	// the parameters in the inspector while running
	// to see the effect they have.
 
	var translation: Vector3;
	var eulerAngles: Vector3;
	var scale = Vector3(1, 1, 1);
 
 
	private var mf: MeshFilter;
	private var origVerts: Vector3[];
	private var newVerts: Vector3[];
 
 
	function Start () {
		// Get the Mesh Filter component, save its original vertices
		// and make a new vertex array for processing.
		mf = GetComponent.<MeshFilter>();
		origVerts = mf.mesh.vertices;
		newVerts = new Vector3[origVerts.Length];
	}
 
 
	function Update () {
		// Set a Quaternion from the specified Euler angles.
		var rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z);
 
		// Set the translation, rotation and scale parameters.
		var m = Matrix4x4.TRS(translation, rotation, scale);
 
		// For each vertex...
		for (var i = 0; i < origVerts.Length; i++) {
			// Apply the matrix to the vertex.
			newVerts[i] = m.MultiplyPoint3x4(origVerts[i]);
		}
 
		// Copy the transformed vertices back to the mesh.
		mf.mesh.vertices = newVerts;
	}

C#:

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.TRS(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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