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Unity Engine


MultiplyPoint3x4(Vector3)

Transforms a position by this matrix (fast).
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public Vector3 MultiplyPoint3x4(Vector3 point)

Parameters

point

Returns

Type

Description

Vector3

Remarks

Returns a position v transformed by the current transformation matrix. This function is a faster version of Matrix4x4.MultiplyPoint; but it can only handle regular 3D transformations. MultiplyPoint is slower, but can handle projective transformations as well.

Examples

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; }}