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



返回矩阵是这样一个矩阵:它将对象置于位置 pos 处, 按旋转 q 进行定向,并且按 s 进行缩放。

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; } }

另请参阅:TRSRotateScaleTranslateSetTRS 函数。