Matrix4x4.SetTRS

function SetTRS (pos : Vector3, q : Quaternion, s : Vector3) : void

Description

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

The current matrix is modified so that places things at position pos, oriented in rotation q and scaled by 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;
m.SetTRS(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;
}

using UnityEngine;
using System.Collections;

public class example : 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;
m.SetTRS(translation, rotation, scale);
int i = 0;
while (i < origVerts.Length) {
newVerts[i] = m.MultiplyPoint3x4(origVerts[i]);
i++;
}
mf.mesh.vertices = newVerts;
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public translation as Vector3

public eulerAngles as Vector3

public scale as Vector3 = Vector3(1, 1, 1)

private mf as MeshFilter

private origVerts as (Vector3)

private newVerts as (Vector3)

def Start():
mf = GetComponent[of MeshFilter]()
origVerts = mf.mesh.vertices
newVerts = array[of Vector3](origVerts.Length)

def Update():
rotation as Quaternion = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z)
m as Matrix4x4
m.SetTRS(translation, rotation, scale)
i as int = 0
while i < origVerts.Length:
newVerts[i] = m.MultiplyPoint3x4(origVerts[i])
i++
mf.mesh.vertices = newVerts