Rotate
Creates a rotation matrix.
Read time 1 minuteLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
Rotate(Quaternion)
Creates a rotation matrix.
public static Matrix4x4 Rotate(Quaternion q)
Parameters
Returns
Type | Description |
|---|---|
| Matrix4x4 |
Remarks
// 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; }}
Additional Resources: Matrix4x4.TRS, Matrix4x4.Scale, Matrix4x4.Translate, Matrix4x4.SetTRS functions.
Rotate(Quaternion)
Creates a rotation matrix.
public static Matrix4x4 Rotate(in Quaternion q)
Parameters
Returns
Type | Description |
|---|---|
| Matrix4x4 |
Remarks
// 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; }}
Additional Resources: Matrix4x4.TRS, Matrix4x4.Scale, Matrix4x4.Translate, Matrix4x4.SetTRS functions.