| Method |
Description |
| AxisAngle |
Returns a float4x4 matrix representing a rotation around a unit axis by an angle in radians.
The rotation direction is clockwise when looking along the rotation axis towards the origin.
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| Euler |
Returns a float4x4 constructed by first performing 3 rotations around the principal axes in a given order.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
When the rotation order is known at compile time, it is recommended for performance reasons to use specific
Euler rotation constructors such as EulerZXY(...).
|
| EulerXYZ |
Returns a float4x4 rotation matrix constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
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| EulerXZY |
Returns a float4x4 rotation matrix constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
|
| EulerYXZ |
Returns a float4x4 rotation matrix constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
|
| EulerYZX |
Returns a float4x4 rotation matrix constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
|
| EulerZXY |
Returns a float4x4 rotation matrix constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
This is the default order rotation order in Unity.
|
| EulerZYX |
Returns a float4x4 rotation matrix constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
|
| LookAt |
Returns a float4x4 view matrix given an eye position, a target point and a unit length up vector.
The up vector is assumed to be unit length, the eye and target points are assumed to be distinct and
the vector between them is assumes to be collinear with the up vector.
If these assumptions are not met use float4x4.LookRotationSafe instead.
|
| Ortho |
Returns a float4x4 centered orthographic projection matrix.
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| OrthoOffCenter |
Returns a float4x4 off-center orthographic projection matrix.
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| PerspectiveFov |
Returns a float4x4 perspective projection matrix based on field of view.
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| PerspectiveOffCenter |
Returns a float4x4 off-center perspective projection matrix.
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| RotateX | Returns a float4x4 matrix that rotates around the x-axis by a given number of radians. |
| RotateY | Returns a float4x4 matrix that rotates around the y-axis by a given number of radians. |
| RotateZ | Returns a float4x4 matrix that rotates around the z-axis by a given number of radians. |
| Scale | Returns a float4x4 scale matrix given 3 axis scales. |
| Translate | Returns a float4x4 translation matrix given a float3 translation vector. |
| TRS |
Returns a float4x4 matrix representing a combined scale-, rotation- and translation transform.
Equivalent to mul(translationTransform, mul(rotationTransform, scaleTransform)).
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