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Unity Engine


TRS

Creates a translation, rotation and scaling matrix.
Read time 2 minutesLast updated 4 days ago

Definition

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

TRS(Vector3, Quaternion, Vector3)

Creates a translation, rotation and scaling matrix.
public static Matrix4x4 TRS(Vector3 pos, Quaternion q, Vector3 s)

Parameters

Returns

Type

Description

Matrix4x4

Remarks

The returned matrix is such that it places objects at position
pos
, oriented in rotation
q
and scaled by
s
.
using UnityEngine;public class ExampleScript : MonoBehaviour{ // Translate, rotate and scale a mesh. Try altering // the parameters in the inspector while running // to see the effect they have. public Vector3 translation; public Vector3 eulerAngles; public Vector3 scale = new Vector3(1, 1, 1); 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() { // Set a Quaternion from the specified Euler angles. Quaternion rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z); // Set the translation, rotation and scale parameters. Matrix4x4 m = Matrix4x4.TRS(translation, rotation, scale); // For each vertex... for (int i = 0; i < origVerts.Length; i++) { // Apply the matrix to the vertex. newVerts[i] = m.MultiplyPoint3x4(origVerts[i]); } // Copy the transformed vertices back to the mesh. mf.mesh.vertices = newVerts; }}

TRS(Vector3, Quaternion, Vector3)

Creates a translation, rotation and scaling matrix.
public static Matrix4x4 TRS(in Vector3 pos, in Quaternion q, in Vector3 s)

Parameters

Returns

Type

Description

Matrix4x4

Remarks

The returned matrix is such that it places objects at position
pos
, oriented in rotation
q
and scaled by
s
.
using UnityEngine;public class ExampleScript : MonoBehaviour{ // Translate, rotate and scale a mesh. Try altering // the parameters in the inspector while running // to see the effect they have. public Vector3 translation; public Vector3 eulerAngles; public Vector3 scale = new Vector3(1, 1, 1); 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() { // Set a Quaternion from the specified Euler angles. Quaternion rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z); // Set the translation, rotation and scale parameters. Matrix4x4 m = Matrix4x4.TRS(translation, rotation, scale); // For each vertex... for (int i = 0; i < origVerts.Length; i++) { // Apply the matrix to the vertex. newVerts[i] = m.MultiplyPoint3x4(origVerts[i]); } // Copy the transformed vertices back to the mesh. mf.mesh.vertices = newVerts; }}