按此矩阵变换位置(快速)。
返回按当前变换矩阵变换的位置 /v/。
此函数是更快版本的 MultiplyPoint;但是只能
处理常规 3D 变换。MultiplyPoint
较慢,但是也可以处理
投影变换。
另请参阅:MultiplyPoint、MultiplyVector。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
public float rotAngle;
public float stretch;
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 rot = Quaternion.Euler(rotAngle, 0, 0);
Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one);
Matrix4x4 inv = m.inverse;
int i = 0;
while (i < origVerts.Length) {
Vector3 pt = m.MultiplyPoint3x4(origVerts[i]);
pt.y *= stretch;
newVerts[i] = inv.MultiplyPoint3x4(pt);
i++;
}
mf.mesh.vertices = newVerts;
}
}