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# Matrix4x4.SetTRS

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

## 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`.

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