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
.
#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; public var eulerAngles; public var scale = new Vector3(1, 1, 1); private var mf; private var origVerts; private var newVerts; function Start() { mf = GetComponent.<MeshFilter>(); origVerts = mf.mesh.vertices; newVerts = new Vector3[origVerts.Length]; } function Update() { var rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z); var m = Matrix4x4.identity; m.SetTRS(translation, rotation, scale); var i = 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; } }