Version: 2018.4
LanguageEnglish
  • C#

Matrix4x4

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

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).

Static Properties

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

Properties

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 Methods

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.

Static Methods

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.

Operators

operator *Multiplies two matrices.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961