Legacy Documentation: Version 4.6(go to latest)
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Matrix4x4.SetTRS

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public function SetTRS(pos: Vector3, q: Quaternion, s: Vector3): void;
public void SetTRS(Vector3 pos, Quaternion q, Vector3 s);
public def SetTRS(pos as Vector3, q as Quaternion, s as Vector3) as 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.

	// 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 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;
        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

public class ExampleClass(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() as void:
		mf = GetComponent[of MeshFilter]()
		origVerts = mf.mesh.vertices
		newVerts = array[of Vector3](origVerts.Length)

	def Update() as void:
		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