Creates a translation, rotation and scaling matrix.
The returned matrix is such 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.TRS(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 = Matrix4x4.TRS(translation, rotation, scale); int i = 0; while (i < origVerts.Length) { newVerts[i] = m.MultiplyPoint3x4(origVerts[i]); i++; } mf.mesh.vertices = newVerts; } }