Camera.cameraToWorldMatrix 相机转世界矩阵

var cameraToWorldMatrix : Matrix4x4

Description描述

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

从相机空间到世界空间的变换矩阵(只读)。

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

使用这个来计算相机空间中的一个点在世界坐标中的什么位置上。

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.

注意相机空间与OpenGL的约定时间;相机的前面为Z轴负方向。这不同于Unity的约定,向前为Z轴正向。

using UnityEngine;

using System.Collections;



public class example : MonoBehaviour {

	public float distance = -1.0F;

	void OnDrawGizmosSelected() {

		Matrix4x4 m = camera.cameraToWorldMatrix;

		Vector3(0, 0, distance));

		Color.yellow;

		Gizmos.DrawSphere(p, 0.2F);

	}

}
// Draw a yellow sphere in scene view at distance

// units along camera's viewing direction.

//在屏幕视图绘制一个黄色的球,以Distance单位,沿着相机所看方向



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