《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)

《UnityAPI.Matrix4x4矩阵》

《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第1张图片

版本

作者

参与者

完成日期

备注

UnityAPI_Matrix4x4_V01_1.0

严立钻

 

2020.06.02

 

 

 

 

 

 

 

#《UnityAPI.Matrix4x4矩阵》发布说明:

++++“UnityAPI.Matrix4x4矩阵是对UnityAPIMatrix4x4矩阵类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第2张图片

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

#Matrix4x4矩阵

#Matrix4x4矩阵

#Matrix4x4矩阵

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第3张图片

 

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:Matrix4x4(矩阵)是一个标准的4*4变换矩阵

++++[namespace]:UnityEngine

++++[Inherits from]

++++一个变换矩阵可以表达任意的线性3D变换(例如平移,旋转,缩放,切变等)并且使用齐次坐标系进行投影变换;基本上不会在脚本中使用矩阵;通常都直接使用三维向量、四元数以及Transform对象的函数;在特殊的场合例如设置一个非标准化的摄像机投影时才使用纯粹的矩阵;

++++参考任意一本图形学对于变换矩阵的深入解释

++++Unity中,Matrix4x4对象被很多TransformCameraMaterialGI中的函数使用

++++Unity中的矩阵使用的是列优先;数据通过行+(列*4)的方式获取;矩阵可以被索引为类似二维数组的形式,但是要以mat[a, b]这样的表达式;其中a代表行号,b代表列号(注意:这正好与笛卡尔坐标系相反)

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

 

 

 

 

 

 

 

#B2、Static Variables静态变量

#B2、Static Variables静态变量

++B2、Static Variables静态变量

++++B2.1、identity

++++B2.2、zero

++++B2.5、YanlzXREngine.Matrix4x4.StaticVariables

《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第4张图片

 

 

++B2.1、identity

++B2.1、identity

++B2.1、identity

++++立钻哥哥:单位矩阵

public static Matrix4x4 identity;

++++[返回值]:返回单位矩阵(只读)

立钻哥哥:This is a matrix that effectively does nothing when applied. It has 1s in the main diagonal and 0s in all other elements:

1    0    0    0

0    1    0    0

0    0    1    0

0    0    0    1

 

 

 

 

 

++B2.2、zero

++B2.2、zero

++B2.2、zero

++++立钻哥哥:归零

public static Matrix4x4 zero;

++++返回所有元素设置为零的矩阵(只读

立钻哥哥:The matrix looks like this:

0    0    0    0

0    0    0    0

0    0    0    0

0    0    0    0

 

 

 

 

 

 

 

#C3、Variables变量

#C3、Variables变量

++C3、Variables变量

++++C3.1、determinant

++++C3.2、inverse

++++C3.3、isIdentity

++++C3.4、this[int,int]

++++C3.5、transpose

++++C3.6、YanlzXREngine.Matrix4x4.Variables

《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第5张图片

 

 

++C3.1、determinant

++C3.1、determinant

++C3.1、determinant

++++立钻哥哥:决定因素

public float determinant;

++++矩阵的决定因素

 

 

 

 

 

++C3.2、inverse

++C3.2、inverse

++C3.2、inverse

++++立钻哥哥:逆矩阵

public Matrix4x4 inverse;

++++相反的矩阵(只读

++++逆矩阵是指如果乘以原有的矩阵将会得到单位矩阵

++++如果某些矩阵变换向量在特别的方法中,那么逆矩阵可以变换到他们的背后;例如,对象的世界坐标转本地坐标矩阵和自身转世界坐标矩阵是彼此相反的

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzMatrix4x4 : 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];

    }    //立钻哥哥:void Start(){}

 

    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++;

        }    //立钻哥哥:while(){}

 

        mf.mesh.vertices = newVerts;

 

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzMatrix4x4{}

 

 

 

 

 

++C3.3、isIdentity

++C3.3、isIdentity

++C3.3、isIdentity

++++立钻哥哥:是否单位矩阵

public bool isIdentity;

++++该矩阵是否是单位矩阵?

 

 

 

 

 

++C3.4、this[int,int]

++C3.4、this[int,int]

++C3.4、this[int,int]

++++立钻哥哥:操作索引

public float this[int, int];

public float this[int];

++++访问在[row, column]处的元素

++++rowcolumn必须在03之间,矩阵是一个4*4的数字数组,可以通过使用这个函数访问单个的元素

++++按顺序索引访问元素(包含0 .. 15

++++矩阵是一个4*4的数字数组(总16个数);可以使用一维索引来访问单个元素;这个索引是row+column*4

++++注意:标准数学符号,row是第一个索引

 

 

 

 

 

++C3.5、transpose

++C3.5、transpose

++C3.5、transpose

++++立钻哥哥:转置

public Matrix4x4 transpose;

++++返回这个矩阵的转置(只读

++++转置矩阵是将原行列交换(即沿主对角线翻转)

1    2    3    4

5    6    7    8

8    10   11   12

13   14   15   16

++++转换后矩阵是这样:

1    5    8    13

2    6    10   14

3    7    11   15

4    8    12   16

 

 

 

 

 

 

 

#D4、Functions函数

#D4、Functions函数

++D4、Functions函数

++++D4.1、GetColumn

++++D4.2、GetRow

++++D4.3、MultiplyPoint

++++D4.4、MultiplyPoint3x4

++++D4.5、MultiplyVector

++++D4.6、SetColumn

++++D4.7、SetRow

++++D4.8、SetTRS

++++D4.9、ToString

++++D4.10、YanlzXREngine.Matrix4x4.Functions

《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第6张图片

 

 

++D4.1、GetColumn

++D4.1、GetColumn

++D4.1、GetColumn

++++立钻哥哥:获取列

public Vector4 GetColumn(int i);

++++获取矩阵的一列

++++i列作为Vector4返回,i必须在03之间

 

 

 

 

 

++D4.2、GetRow

++D4.2、GetRow

++D4.2、GetRow

++++立钻哥哥:获取行

public Vector4 GetRow(int i);

++++返回矩阵的一行

++++i行作为Vector4返回,i必须在03之间

 

 

 

 

 

++D4.3、MultiplyPoint

++D4.3、MultiplyPoint

++D4.3、MultiplyPoint

++++立钻哥哥:变换位置

public Vector3 MultiplyPoint(Vector3 v);

++++通过这个矩阵变换位置

++++返回由任意矩阵变化得到的位置v;如果这个矩阵是一个正规的3D变换矩阵,使用MultiplyPoint3x4比它更快;MultiplyPoint比较慢,但是能处理投影变换

//Find our current location in the cameras projection space.

Vector3 pt = Camera.main.projectionMatrix.MultiplyPoint(transform.position);

 

 

 

 

 

++D4.4、MultiplyPoint3x4

++D4.4、MultiplyPoint3x4

++D4.4、MultiplyPoint3x4

++++立钻哥哥:变换位置

public Vector3 MultiplyPoint3x4(Vector3 v);

++++通过这个矩阵变换位置(快)

++++返回由当前变换矩阵变换得到的位置v;这个函数是MultiplyPoint的快速版,但是它只能处理常规的3D变换;MultiplyPoint较慢,但是能处理投影变换

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzMatrix4x4 : 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];

    }    //立钻哥哥:void Start(){}

 

    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++;

        }    //立钻哥哥:while(){}

 

        mf.mesh.vertices = newVerts;

 

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzMatrix4x4{}

 

 

 

 

 

++D4.5、MultiplyVector

++D4.5、MultiplyVector

++D4.5、MultiplyVector

++++立钻哥哥:变换方向

public Vector3 MultiplyVector(Vector3 v);

++++通过这个矩阵变换方向

++++这个函数类似于MultiplyPoint,但它是变换方向而不是位置;在变换方向时,仅考虑矩阵的旋转部分

 

 

 

 

 

++D4.6、SetColumn

++D4.6、SetColumn

++D4.6、SetColumn

++++立钻哥哥:设置列

public void SetColumn(int i, Vector4 v);

++++设置矩阵的一列

++++使用这个来构建一个变换矩阵,这个矩阵使用rightupforward向量

 

 

 

 

 

++D4.7、SetRow

++D4.7、SetRow

++D4.7、SetRow

++++立钻哥哥:设置行

public void SetRow(int i, Vector4 v);

++++设置矩阵的一行

++++i行设置为vi必须在03之间

 

 

 

 

 

++D4.8、SetTRS

++D4.8、SetTRS

++D4.8、SetTRS

++++立钻哥哥:设置平移旋转缩放矩阵

public void SetTRS(Vector3 pos, Quaternion q, Vector3 s);

++++设置这个矩阵为一个平移、旋转和缩放矩阵

++++当前的矩阵被修改,因此具有位置pos,旋转q和缩放s

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzMatrix4x4 : MonoBehaviour{

    public Vector3 translation;

    public Vector3 eulerAngles;

    public Vector3 scale = new Vector3(1, 1, 1);

    private MeshFilter mf;

    private Vector3[] origVerts;

    private Vector3[] newVerts;

 

    void Start(){

        mf = GetComponent<MeshFilter>();

        origVerts = mf.mesh.vertices;

        newVerts = new Vector3[origVerts.Length];

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        Quaternion rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z);

        Matrix4x4 m = Matrix4x4.identity;

        m.SetTRS(translation, rotation, scale);

 

        int i = 0;

        while(i < origVerts.Length){

            newVerts[i] = m.MultiplyPoint3x4(origVerts[i]);

            i++;

        }    //立钻哥哥:while(){}

 

        mf.mesh.vertices = newVerts;

 

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzMatrix4x4{}

 

 

 

 

 

++D4.9、ToString

++D4.9、ToString

++D4.9、ToString

++++立钻哥哥:转换为字符串

public string ToString();

public string ToString(string format);

++++返回这个矩阵格式化好的字符串

 

 

 

 

 

 

 

#E5、Static Functions静态函数

#E5、Static Functions静态函数

++E5、Static Functions静态函数

++++D5.1、Ortho

++++D5.2、Perspective

++++D5.3、Scale

++++D5.4、TRS

++++D5.5、YanlzXREngine.Matrix4x4.StaticFunctions

《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第7张图片

 

 

++D5.1、Ortho

++D5.1、Ortho

++D5.1、Ortho

++++立钻哥哥:正交

public static Matrix4x4 Ortho(float left, float right, float bottom, float top, float zNear, float zFar);

++++创建一个正交投影矩阵

++++返回的矩阵是视口leftrightbottomtop的区域,带有zNearzFar深度裁剪平面

++++如果想使用正交用来像素修正渲染,最好使用GL.LoadPixelMatrix,因为它会为Direct3D渲染器运用适当的half-texel偏移

 

 

 

 

 

++D5.2、Perspective

++D5.2、Perspective

++D5.2、Perspective

++++立钻哥哥:透视

public static Matrix4x4 Perspective(float fov, float aspect, float zNear, float zFar);

++++创建一个透视投影矩阵

++++fov是透视矩阵的垂直视野,aspect为宽高比,zNearzFar设置为深度裁剪平面

 

 

 

 

 

++D5.3、Scale

++D5.3、Scale

++D5.3、Scale

++++立钻哥哥:缩放

public static Matrix4x4 Scale(Vector3 v);

++++创建一个缩放矩阵

++++返回沿着坐标轴由向量v缩放的矩阵,该矩阵看起来像这样:

v.x   0    0    0

0    v.y   0    0

0    0    v.z   0

0    0    0    1

 

 

 

 

 

++D5.4、TRS

++D5.4、TRS

++D5.4、TRS

++++立钻哥哥:平移旋转缩放

public static Matrix4x4 TRS(Vector3 pos, Quaternion q, Vector3 s);

++++创建一个平移、旋转和缩放矩阵

++++返回的矩阵具有位置pos,旋转q和缩放s

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzMatrix4x4 : MonoBehaviour{

    public Vector3 translation;

    public Vector3 eulerAngles;

    public Vector3 scale = new Vector3(1, 1, 1);

    private MeshFilter mf;

    private Vector3[] origVerts;

    private Vector3[] newVerts;

 

    void Start(){

        mf = GetComponent<MeshFilter>();

        origVerts = mf.mesh.vertices;

        newVerts = new Vector3[origVerts.Length];

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        Quaternion rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z);

 

        //Matrix4x4 m = Matrix4x4.identity;

        //m.SetTRS(translation, rotation, scale);

        Matrix4x4 m = Matrix4x4.TRS(translation, rotation, scale);

 

        int i = 0;

        while(i < origVerts.Length){

            newVerts[i] = m.MultiplyPoint3x4(origVerts[i]);

            i++;

        }    //立钻哥哥:while(){}

 

        mf.mesh.vertices = newVerts;

 

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzMatrix4x4{}

 

 

 

 

 

 

 

#F6、Operators运算符重载

#F6、Operators运算符重载

++F6、Operators运算符重载

++++F6.1、operator*

++++F6.2、YanlzXREngine.Matrix4x4.Operators

《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第8张图片

 

 

++F6.1、operator*

++F6.1、operator*

++F6.1、operator*

++++立钻哥哥:

public static Matrix4x4 operator *(Matrix4x4 lhs, Matrix4x4 rhs);

public static Vector4 operator *(Matrix4x4 lhs, Vector4 v);

++++两个矩阵相乘

++++返回结果是lhs * rhs

++++通过矩阵变换思维向量

 

 

 

 

 

 

 

#G7、立钻哥哥对Matrix4x4类的拓展

#G7、立钻哥哥对Matrix4x4类的拓展

《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第9张图片

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

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++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

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++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955

++++[Texture纹理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第10张图片

 

 

 

 

 

 

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《UnityAPI.Matrix4x4矩阵》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Matrix4x4+identity+inverse+立钻哥哥++OK++)_第11张图片

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++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

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++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

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++++C#数据类型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

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++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

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++++UnityAPI.WheelCollider轮碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

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