MultiplyPoint3x4
Transforms a position by this matrix (fast).
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
MultiplyPoint3x4(Vector3)
Transforms a position by this matrix (fast).
public readonly Vector3 MultiplyPoint3x4(Vector3 point)
Parameters
Returns
Type | Description |
|---|---|
| Vector3 |
Remarks
Returns a position transformed by the current transformation matrix. This function is a faster version of Matrix4x4.MultiplyPoint; but it can only handle regular 3D transformations. is slower, but can handle projective transformations as well.
vMultiplyPointAdditional Resources: Matrix4x4.MultiplyPoint, Matrix4x4.MultiplyVector.
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; }}
MultiplyPoint3x4(Vector3)
Transforms a position by this matrix (fast).
public readonly Vector3 MultiplyPoint3x4(in Vector3 point)
Parameters
Returns
Type | Description |
|---|---|
| Vector3 |
Remarks
Returns a position transformed by the current transformation matrix. This function is a faster version of Matrix4x4.MultiplyPoint; but it can only handle regular 3D transformations. is slower, but can handle projective transformations as well.
vMultiplyPointAdditional Resources: Matrix4x4.MultiplyPoint, Matrix4x4.MultiplyVector.
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; }}