The inverse of this matrix (Read Only).
Inverted matrix is such that if multiplied by the original would result in identity matrix.
If some matrix transforms vectors in a particular way, then the inverse matrix can transform them back. For example, Transform's worldToLocalMatrix and localToWorldMatrix are inverses of each other.// Stretch a mesh at an arbitrary angle around the X axis. // Angle and amount of stretching. var rotAngle: float; var stretch: float; 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 () { // Create a rotation matrix from a Quaternion. var rot = Quaternion.Euler(rotAngle, 0, 0); var m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one); // Get the inverse of the matrix (ie, to undo the rotation). var 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. var 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); } // Copy the transformed vertices back to the mesh. mf.mesh.vertices = newVerts; }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float rotAngle; public float stretch; 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 rot = Quaternion.Euler(rotAngle, 0, 0); Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one); Matrix4x4 inv = m.inverse; int i = 0; while (i < origVerts.Length) { Vector3 pt = m.MultiplyPoint3x4(origVerts[i]); pt.y *= stretch; newVerts[i] = inv.MultiplyPoint3x4(pt); i++; } mf.mesh.vertices = newVerts; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public rotAngle as float public stretch as float 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: rot as Quaternion = Quaternion.Euler(rotAngle, 0, 0) m as Matrix4x4 = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one) inv as Matrix4x4 = m.inverse i as int = 0 while i < origVerts.Length: pt as Vector3 = m.MultiplyPoint3x4(origVerts[i]) pt.y *= stretch newVerts[i] = inv.MultiplyPoint3x4(pt) i++ mf.mesh.vertices = newVerts