Version: 2020.1
Idioma: Español

# Matrix4x4

struct in UnityEngine

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## Descripción

Una matriz de transformación 4x4 estándar.

A transformation matrix can perform arbitrary linear 3D transformations (i.e. translation, rotation, scale, shear etc.) and perspective transformations using homogenous coordinates. You rarely use matrices in scripts; most often using Vector3s, Quaternions and functionality of Transform class is more straightforward. Plain matrices are used in special cases like setting up nonstandard camera projection.

In Unity, several Transform, Camera, Material, Graphics and GL functions use Matrix4x4.

Matrices in Unity are column major; i.e. the position of a transformation matrix is in the last column, and the first three columns contain x, y, and z-axes. Data is accessed as: `row + (column*4)`. Matrices can be indexed like 2D arrays but note that in an expression like `mat[a, b]`, `a` refers to the row index, while `b` refers to the column index.

```using UnityEngine;public class ExampleScript : MonoBehaviour
{
void Start()
{
// get matrix from the Transform
var matrix = transform.localToWorldMatrix;
// get position from the last column
var position = new Vector3(matrix[0,3], matrix[1,3], matrix[2,3]);
Debug.Log("Transform position from matrix is: " + position);
}
}
```

## Variables Estáticas

 identity Retorna la matriz de identidad (Lectura solamente). zero Retorna una matriz con todos los elementos definidos a cero (Lectura solamente).

## Variables

 decomposeProjection This property takes a projection matrix and returns the six plane coordinates that define a projection frustum. determinant The determinant of the matrix. (Read Only) inverse The inverse of this matrix. (Read Only) isIdentity Checks whether this is an identity matrix. (Read Only) lossyScale Attempts to get a scale value from the matrix. (Read Only) rotation Attempts to get a rotation quaternion from this matrix. this[int,int] Acceder al elemento en [fila, columna]. transpose Retorna la transpuesta de esta matriz (Lectura Solamente).

## Funciones Públicas

 GetColumn Obtiene la columna de la matriz. GetRow Devuelve una fila de la matriz. MultiplyPoint Transforma una posición por esta matriz (genérico). MultiplyPoint3x4 Transforma una posición por esta matriz (rápido). MultiplyVector Transforma una dirección por esta matriz. SetColumn Define una columna de la matriz. SetRow Define una fila de la matriz. SetTRS Define esta matriz a una matriz de traslación, rotación y de escala. ToString Returns a formatted string for this matrix. TransformPlane Returns a plane that is transformed in space. ValidTRS Checks if this matrix is a valid transform matrix.

## Funciones Estáticas

 Frustum This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. Inverse3DAffine Computes the inverse of a 3D affine matrix. LookAt Create a "look at" matrix. Ortho Create an orthogonal projection matrix. Perspective Create a perspective projection matrix. Rotate Creates a rotation matrix. Scale Crea una matriz de escalamiento. Translate Creates a translation matrix. TRS Crea una matriz de translación, rotación y escala.