Camera.cameraToWorldMatrix 相机转世界矩阵

var cameraToWorldMatrix : Matrix4x4


Matrix that transforms from camera space to world space (Read Only).


Use this to calculate where in the world a specific camera space point is.


Note that camera space matches OpenGL convention: camera's forward is the negative Z axis. This is different from Unity's convention, where forward is the positive Z axis.


using UnityEngine;

using System.Collections;

public class example : MonoBehaviour {

	public float distance = -1.0F;

	void OnDrawGizmosSelected() {

		Matrix4x4 m = camera.cameraToWorldMatrix;

		Vector3(0, 0, distance));


		Gizmos.DrawSphere(p, 0.2F);


// Draw a yellow sphere in scene view at distance

// units along camera's viewing direction.


var distance : float = -1.0;

function OnDrawGizmosSelected () {

	var m : Matrix4x4 = camera.cameraToWorldMatrix;

	var p : Vector3(0,0,distance));

	Gizmos.color = Color.yellow;

	Gizmos.DrawSphere (p, 0.2);

Page last updated: 2011-3-6