Version: 2020.1
public Matrix4x4 inverse ;

描述

此矩阵的逆矩阵。(只读)

逆矩阵与原始矩阵相乘可得到 identity 矩阵。

如果某个矩阵以特定方式变换矢量, 则逆矩阵可以将其变换还原。例如, Transform 的 worldToLocalMatrixlocalToWorldMatrix 是彼此的逆矩阵。

对于常规 3D 变换矩阵,使用 Inverse3DAffine 方法可能会更快。

无法对 determinant 为零的矩阵求逆。 如果尝试此操作,则 inverse 会改为返回 Matrix4x4.zero

using UnityEngine;

// Stretch a mesh at an arbitrary angle around the X axis [RequireComponent(typeof(MeshFilter))] public class ExampleScript : MonoBehaviour { // Angle and amount of stretching public float rotAngle = 30; public float stretch = 3;

MeshFilter mf; Vector3[] origVerts; Vector3[] newVerts;

void 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]; }

void Update() { // Create a rotation matrix from a Quaternion Quaternion rot = Quaternion.Euler(rotAngle, 0, 0); Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one);

// Get the inverse of the matrix: undo the rotation Matrix4x4 inv = m.inverse;

// For each vertex: for (var i = 0; i < origVerts.Length; i++) { // Rotate the vertex and scale it along its new Y axis Vector3 pt = m.MultiplyPoint3x4(origVerts[i]); pt.y *= stretch;

// Return the vertex to its original rotation (but with the // scaling still applied). newVerts[i] = inv.MultiplyPoint3x4(pt); }

// Assign the transformed vertices to the mesh mf.mesh.vertices = newVerts; } }

另请参阅:Inverse3DAffinedeterminant