標準 4x4 変換行列
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.
In Unity, several Transform, Camera, Material, Graphics and GL functions use Matrix4x4.
Matrices in Unity are column major; i.e. the position of a transformation matrix is in the last column,
and the first three columns contain x, y, and z-axes. Data is accessed as:
row + (column*4)
. Matrices can be
indexed like 2D arrays but note that in an expression like mat[a, b]
, a
refers to the row index, while b
refers
to the column index.
using UnityEngine;
public class ExampleScript : MonoBehaviour { void Start() { // get matrix from the Transform var matrix = transform.localToWorldMatrix; // get position from the last column var position = new Vector3(matrix[0,3], matrix[1,3], matrix[2,3]); Debug.Log("Transform position from matrix is: " + position); } }
decomposeProjection | This property takes a projection matrix and returns the six plane coordinates that define a projection frustum. |
determinant | The determinant of the matrix. (Read Only) |
inverse | The inverse of this matrix. (Read Only) |
isIdentity | Checks whether this is an identity matrix. (Read Only) |
lossyScale | Attempts to get a scale value from the matrix. (Read Only) |
rotation | Attempts to get a rotation quaternion from this matrix. |
this[int,int] | [行, 列] でのアクセス要素。 |
transpose | この行列の転置行列を返します。 (Read Only) |
GetColumn | 行列の列を取得します。 |
GetRow | 行列の行を返す。 |
MultiplyPoint | この行列で位置を変換します (一般)。 |
MultiplyPoint3x4 | この行列で位置を変換します (高速)。 |
MultiplyVector | この行列によって方向を変換します。 |
SetColumn | 行列の列を設定します。 |
SetRow | 行列の行を設定します。 |
SetTRS | この行列を移動、回転やスケーリングする行列に設定します。 |
ToString | この行列できれいに書式設定された文字列を返します。 |
TransformPlane | Returns a plane that is transformed in space. |
ValidTRS | Checks if this matrix is a valid transform matrix. |
Frustum | This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in. |
Inverse3DAffine | Computes the inverse of a 3D affine matrix. |
LookAt | Create a "look at" matrix. |
Ortho | Create an orthogonal projection matrix. |
Perspective | Create a perspective projection matrix. |
Rotate | Creates a rotation matrix. |
Scale | スケーリングする行列を作成します。 |
Translate | Creates a translation matrix. |
TRS | 移動、回転やスケーリングする行列を作成します。 |
operator * | ふたつの行列を乗算します。 |