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Unity Engine


SetTRS

Sets this matrix to a translation, rotation and scaling matrix.
Read time 2 minutesLast updated 11 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

SetTRS(Vector3, Quaternion, Vector3)

Sets this matrix to a translation, rotation and scaling matrix.
public void SetTRS(Vector3 pos, Quaternion q, Vector3 s)

Parameters

Remarks

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; }}

SetTRS(Vector3, Quaternion, Vector3)

Sets this matrix to a translation, rotation and scaling matrix.
public void SetTRS(in Vector3 pos, in Quaternion q, in Vector3 s)

Parameters

Remarks

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; }}