Sets this matrix to a translation, rotation and scaling matrix.
The current matrix is modified so that it places objects at position pos
,
oriented in rotation q
and scaled by s
.
#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; }
// 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; } }
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