Sets this matrix to a translation, rotation and scaling matrix.
The current matrix is modified so that it places objects 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.
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.identity; m.SetTRS(translation, rotation, scale); int i = 0; while (i < origVerts.Length) { newVerts[i] = m.MultiplyPoint3x4(origVerts[i]); i++; } mf.mesh.vertices = newVerts; } }
Did you find this page useful? Please give it a rating: