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Matrix4x4.TRS

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public static function TRS(pos: Vector3, q: Quaternion, s: Vector3): Matrix4x4;
public static Matrix4x4 TRS(Vector3 pos, Quaternion q, Vector3 s);
public static def TRS(pos as Vector3, q as Quaternion, s as Vector3) as Matrix4x4

Description

Creates a translation, rotation and scaling matrix.

The returned matrix is such that places things at position pos, oriented in rotation q and scaled by s.

	// Translate, rotate and scale a mesh. Try varying
	// the parameters in the inspector while running
	// to see the effect they have.
	
	var translation: Vector3;
	var eulerAngles: Vector3;
	var scale = Vector3(1, 1, 1);
	
	
	private var mf: MeshFilter;
	private var origVerts: Vector3[];
	private var newVerts: Vector3[];
	
	
	function 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];
	}
	
	
	function Update () {
		// Set a Quaternion from the specified Euler angles.
		var rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z);
		
		// Set the translation, rotation and scale parameters.
		var m = Matrix4x4.TRS(translation, rotation, scale);
		
		// For each vertex...
		for (var 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;
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Vector3 translation;
    public Vector3 eulerAngles;
    public Vector3 scale = new Vector3(1, 1, 1);
    private MeshFilter mf;
    private Vector3[] origVerts;
    private Vector3[] newVerts;
    void Start() {
        mf = GetComponent<MeshFilter>();
        origVerts = mf.mesh.vertices;
        newVerts = new Vector3[origVerts.Length];
    }
    void Update() {
        Quaternion rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z);
        Matrix4x4 m = Matrix4x4.TRS(translation, rotation, scale);
        int i = 0;
        while (i < origVerts.Length) {
            newVerts[i] = m.MultiplyPoint3x4(origVerts[i]);
            i++;
        }
        mf.mesh.vertices = newVerts;
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public translation as Vector3

	public eulerAngles as Vector3

	public scale as Vector3 = Vector3(1, 1, 1)

	private mf as MeshFilter

	private origVerts as (Vector3)

	private newVerts as (Vector3)

	def Start() as void:
		mf = GetComponent[of MeshFilter]()
		origVerts = mf.mesh.vertices
		newVerts = array[of Vector3](origVerts.Length)

	def Update() as void:
		rotation as Quaternion = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z)
		m as Matrix4x4 = Matrix4x4.TRS(translation, rotation, scale)
		i as int = 0
		while i < origVerts.Length:
			newVerts[i] = m.MultiplyPoint3x4(origVerts[i])
			i++
		mf.mesh.vertices = newVerts