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

identityRetorna la matriz de identidad (Lectura solamente).
zeroRetorna una matriz con todos los elementos definidos a cero (Lectura solamente).

Variables

decomposeProjectionThis property takes a projection matrix and returns the six plane coordinates that define a projection frustum.
determinantThe determinant of the matrix. (Read Only)
inverseThe inverse of this matrix. (Read Only)
isIdentityChecks whether this is an identity matrix. (Read Only)
lossyScaleAttempts to get a scale value from the matrix. (Read Only)
rotationAttempts to get a rotation quaternion from this matrix.
this[int,int]Acceder al elemento en [fila, columna].
transposeRetorna la transpuesta de esta matriz (Lectura Solamente).

Funciones Públicas

GetColumnObtiene la columna de la matriz.
GetRowDevuelve una fila de la matriz.
MultiplyPointTransforma una posición por esta matriz (genérico).
MultiplyPoint3x4Transforma una posición por esta matriz (rápido).
MultiplyVectorTransforma una dirección por esta matriz.
SetColumnDefine una columna de la matriz.
SetRowDefine una fila de la matriz.
SetTRSDefine esta matriz a una matriz de traslación, rotación y de escala.
ToStringReturns a formatted string for this matrix.
TransformPlaneReturns a plane that is transformed in space.
ValidTRSChecks if this matrix is a valid transform matrix.

Funciones Estáticas

FrustumThis function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.
Inverse3DAffineComputes the inverse of a 3D affine matrix.
LookAtCreate a "look at" matrix.
OrthoCreate an orthogonal projection matrix.
PerspectiveCreate a perspective projection matrix.
RotateCreates a rotation matrix.
ScaleCrea una matriz de escalamiento.
TranslateCreates a translation matrix.
TRSCrea una matriz de translación, rotación y escala.

Operadores

operator *Multiplica dos matrices.