Version: 2017.3
public Matrix4x4 inverse ;

描述

此矩阵的逆矩阵(只读)。

逆矩阵与原始矩阵相乘可得到 identity 矩阵。

如果某个矩阵以特定方式变换矢量, 则逆矩阵可以将其变换还原。例如, Transform 的 worldToLocalMatrixlocalToWorldMatrix 是彼此的逆矩阵。

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float rotAngle; public float stretch; 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 rot = Quaternion.Euler(rotAngle, 0, 0); Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one); Matrix4x4 inv = m.inverse; int i = 0; while (i < origVerts.Length) { Vector3 pt = m.MultiplyPoint3x4(origVerts[i]); pt.y *= stretch; newVerts[i] = inv.MultiplyPoint3x4(pt); i++; } mf.mesh.vertices = newVerts; } }