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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);

Parameters

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; } }
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