Creates a rotation matrix.
// Translate, rotate and scale a mesh. Try varying // the parameters in the inspector while running // to see the effect they have.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Vector3 eulerAngles; 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.Rotate(rotation); int i = 0; while (i < origVerts.Length) { newVerts[i] = m.MultiplyPoint3x4(origVerts[i]); i++; } mf.mesh.vertices = newVerts; } }
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