struct in UnityEngine

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A standard 4x4 transformation matrix.

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.

Consult any graphics textbook for in depth explanation of transformation matrices.

In Unity, Matrix4x4 is used by several Transform, Camera, Material and GL functions.

Matrices in unity are column major. Data is accessed as: row + (column*4). Matrices can be indexed like 2D arrays but in an expression like mat[a, b], a refers to the row index, while b refers to the column index (note that this is the opposite way round to Cartesian coordinates).

정적 변수

identityReturns the identity matrix (Read Only).
zeroReturns a matrix with all elements set to zero (Read Only).


decomposeProjectionThis property takes a projection matrix and returns the six plane coordinates that define a projection frustum.
determinantThe determinant of the matrix.
inverseThe inverse of this matrix (Read Only).
isIdentityIs this the identity matrix?
lossyScaleAttempts to get a scale value from the matrix.
rotationAttempts to get a rotation quaternion from this matrix.
this[int,int]Access element at [row, column].
transposeReturns the transpose of this matrix (Read Only).

Public 함수

GetColumnGet a column of the matrix.
GetRowReturns a row of the matrix.
MultiplyPointTransforms a position by this matrix (generic).
MultiplyPoint3x4Transforms a position by this matrix (fast).
MultiplyVectorTransforms a direction by this matrix.
SetColumnSets a column of the matrix.
SetRowSets a row of the matrix.
SetTRSSets this matrix to a translation, rotation and scaling matrix.
ToStringReturns a nicely formatted string for this matrix.
TransformPlaneReturns a plane that is transformed in space.
ValidTRSChecks if this matrix is a valid transform matrix.

정적 함수

FrustumThis function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.
LookAtGiven a source point, a target point, and an up vector, computes a transformation matrix that corresponds to a camera viewing the target from the source, such that the right-hand vector is perpendicular to the up vector.
OrthoCreates an orthogonal projection matrix.
PerspectiveCreates a perspective projection matrix.
RotateCreates a rotation matrix.
ScaleCreates a scaling matrix.
TranslateCreates a translation matrix.
TRSCreates a translation, rotation and scaling matrix.


operator *Multiplies two matrices.