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public static function TRS(pos: Vector3, q: Quaternion, s: Vector3): Matrix4x4;
public static Matrix4x4 TRS(Vector3 pos, Quaternion q, Vector3 s);


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; } }