MultiplyVector方法:矩阵变换 矩阵变换 SetTRS方法:重设Matrix4x4变换矩阵 使用Matrix4x4的成员函数SetTRS void SetTRS(Vector3 pos,Quaternion q,Vector3 s); 代码语言:javascript 代码运行次数:0 复制Cloud Studio 代码运行 Quaternion q = Quaternion.LookRotation(new Vector3(0,0.5,1)); Matrix4x4 rot = new ...
——使用matrix.MultiplyVector(vector)实现一个向量的复合变换 private void Awake() { //将一个点(1,1,1)平移(2,3,0)的操作 Vector3 p = new Vector3(1, 1, 1); Matrix4x4 matrix = Matrix4x4.Translate(new Vector3(2, 3, 0)); Debug.Log(matrix.MultiplyPoint(p)); //(3,4,1) } 1. ...
Matrix4x4.MultiplyVector public Vector3 MultiplyVector (Vector3 vector); Description Transforms a direction by this matrix. This function is similar to MultiplyPoint; but it transforms directions and not positions. When transforming a direction, only the rotation part of the matrix is taken into ...
Vector3manualWorldToScreenPoint(Vector3wp){// calculate view-projection matrixMatrix4x4mat=cam.projectionMatrix*cam.worldToCameraMatrix;// multiply world point by VP matrixVector4temp=mat*newVector4(wp.x,wp.y,wp.z,1f);if(temp.w==0f){// point is exactly on camera focus point, screen poi...
Matrix4x4struct in UnityEngine描述 标准4x4 变换矩阵。 变换矩阵可以使用齐次坐标执行任意线性 3D 变换(即平移、旋转、缩放、扭曲等)和透视变换。脚本中很少使用矩阵;通常使用 Vector3、Quaternion 和Transform 类的功能会更加简单直接。普通矩阵用于特殊情况,如设置非标准摄像机投影。在Unity 中,有几个 Transform、...
Vector2>();if(m_Move.sqrMagnitude>0.1f){Vector2 moveVector=m_Move*(moveSpeed*Time.deltaTime);//求前进的方向Vector3 dir=Camera.main.transform.localToWorldMatrix.MultiplyVector(newVector3(moveVector.x,0,moveVector.y));dir.y=0f;dir=dir.normalized;//把角色转向前进方向transform.forward=Vector...
——使用matrix.MultiplyVector(vector)实现一个向量的复合变换 private void Awake() { //将一个点(1,1,1)平移(2,3,0)的操作 Vector3 p = new Vector3(1, 1, 1); Matrix4x4 matrix = Matrix4x4.Translate(new Vector3(2, 3, 0));
Vector3 vRight= -localmatrix.MultiplyVector(newVector3(1,0,0));floatfMoveX = -Input.GetAxis("Mouse X") * Time.deltaTime *200.0f; Quaternion rotation=Quaternion.AngleAxis(fMoveX, vUp); hitTransfrom.localRotation*=rotation;floatfMoveY = -Input.GetAxis("Mouse Y") * Time.deltaTime *200.0...
yyy * InMatrix.M[1].xyz + Position.zzz * InMatrix.M[2].xyz) + InMatrix.M[3].xyz; return MakeLWCVector3(LWCGetTile(InMatrix), Offset); } 几个引擎方法基本相同,在下面我们就开始对这个矩阵乘向量的算法进行解析和优化。 坐标变换优化方法 接下来解析以下矩阵乘向量的实现方法设模型矩阵为M,...
Vector3 cpos = m.MultiplyPoint(offsetPos); Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; returnnewVector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); } publicstaticvoidCalculateReflectionMatrix(refMatrix4x4 reflectionMat, Vector4 plane) ...