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Unity Engine


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; }}

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; }}