Version: 2019.4
  • C#


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


Creates a translation, rotation and scaling matrix.

The returned matrix is such that it places objects at position pos, oriented in rotation q and scaled by s.

using UnityEngine;

public class ExampleScript : MonoBehaviour { // Translate, rotate and scale a mesh. Try altering // the parameters in the inspector while running // to see the effect they have.

public Vector3 translation; public Vector3 eulerAngles; public Vector3 scale = new Vector3(1, 1, 1);

MeshFilter mf; Vector3[] origVerts; Vector3[] newVerts;

void 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]; }

void Update() { // Set a Quaternion from the specified Euler angles. Quaternion rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z);

// Set the translation, rotation and scale parameters. Matrix4x4 m = Matrix4x4.TRS(translation, rotation, scale);

// For each vertex... for (int 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; } }

See Also: TRS, Rotate, Scale, Translate, SetTRS functions.