Version: 2021.2
言語: 日本語
public Vector3 MultiplyPoint3x4 (Vector3 point);

説明

この行列で位置を変換します (高速)。

Returns a position v transformed by the current transformation matrix. This function is a faster version of MultiplyPoint; but it can only handle regular 3D transformations. MultiplyPoint is slower, but can handle projective transformations as well.

See Also: MultiplyPoint, MultiplyVector.

using UnityEngine;

public class ExampleScript : MonoBehaviour { // Stretch a mesh at an arbitrary angle around the X axis.

// Angle and amount of stretching. float rotAngle; float stretch;

MeshFilter mf; Vector3[] origVerts; Vector3[] newVerts;

void 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]; }

void Update() { // Create a rotation matrix from a Quaternion. Quaternion rot = Quaternion.Euler(rotAngle, 0, 0); Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one);

// Get the inverse of the matrix (ie, to undo the rotation). Matrix4x4 inv = m.inverse;

// For each vertex... for (var i = 0; i < origVerts.Length; i++) { // Rotate the vertex and scale it along its new Y axis. var pt = m.MultiplyPoint3x4(origVerts[i]); pt.y *= stretch;

// Return the vertex to its original rotation (but with the // scaling still applied). newVerts[i] = inv.MultiplyPoint3x4(pt); }

// Copy the transformed vertices back to the mesh. mf.mesh.vertices = newVerts; } }
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