Creates a translation, rotation and scaling matrix.
The returned matrix is such that it places objects 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; }
no example available in C#