Matrix4x4
Struct
A standard 4x4 transformation matrix.
A transformation matrix can perform arbitrary linear 3D transformations (i.e. translation, rotation, scale, shear etc.)
and perspective transformations using homogenous coordinates. You rarely use matrices in scripts; most
often using Vector3s, Quaternions and functionality of Transform class is more straightforward. Plain matrices are used in special cases
like setting up nonstandard camera projection.
Consult any graphics textbook for in depth explanation of transformation matrices.
In Unity, Matrix4x4 is used by several Transform, Camera, Material and GL functions.
Variables
Functions
| GetColumn |
Get a column of the matrix.
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| GetRow |
Returns a row of the matrix.
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| SetColumn |
Sets a column of the matrix.
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| SetRow |
Sets a row of the matrix.
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| MultiplyPoint |
Transforms a position by this matrix (generic).
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| MultiplyPoint3x4 |
Transforms a position by this matrix (fast).
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| MultiplyVector |
Transforms a direction by this matrix.
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| SetTRS |
Sets this matrix to a translation, rotation and scaling matrix.
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| ToString |
Returns a nicely formatted string for this matrix.
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Class Variables
| zero |
Returns a matrix with all elements set to zero (Read Only).
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| identity |
Returns the identity matrix (Read Only).
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Class Functions
| operator * |
Multiplies two matrices.
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| Scale |
Creates a scaling matrix.
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| TRS |
Creates a translation, rotation and scaling matrix.
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| Ortho |
Creates an orthogonal projection matrix.
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| Perspective |
Creates a perspective projection matrix.
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