摄像机空间到世界空间的变换矩阵。(只读)
使用该属性可计算摄像机空间的特定点在世界空间中的位置。
注意,摄像机空间遵守 OpenGL 约定:摄像机前方为负
Z 轴。这与 Unity 的约定不同,在 Unity 中,摄像机前方为
正 Z 轴。
// Draw a yellow sphere in Scene view atdistance/
// units along camera's viewing direction.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float distance = -1.0F; void OnDrawGizmosSelected() { Matrix4x4 m = Camera.main.cameraToWorldMatrix; Vector3 p = m.MultiplyPoint(new Vector3(0, 0, distance)); Gizmos.color = Color.yellow; Gizmos.DrawSphere(p, 0.2F); } }
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