Version: 2020.2

Matrix4x4.inverse

public Matrix4x4 inverse ;

描述

```using UnityEngine;// Stretch a mesh at an arbitrary angle around the X axis
[RequireComponent(typeof(MeshFilter))]
public class ExampleScript : MonoBehaviour
{
// Angle and amount of stretching
public float rotAngle = 30;
public float stretch = 3;
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()
{
// Create a rotation matrix from a Quaternion
Quaternion rot = Quaternion.Euler(rotAngle, 0, 0);
Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one);        // Get the inverse of the matrix: undo the rotation
Matrix4x4 inv = m.inverse;        // For each vertex:
for (var i = 0; i < origVerts.Length; i++)
{
// Rotate the vertex and scale it along its new Y axis
Vector3 pt = m.MultiplyPoint3x4(origVerts[i]);
pt.y *= stretch;            // Return the vertex to its original rotation (but with the
// scaling still applied).
newVerts[i] = inv.MultiplyPoint3x4(pt);
}        // Assign the transformed vertices to the mesh
mf.mesh.vertices = newVerts;
}
}```