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 p = m.MultiplyPoint(new Vector3(0, 0, distance));
		Gizmos.color = Color.yellow;
		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 = m.MultiplyPoint (Vector3(0,0,distance));
	Gizmos.color = Color.yellow;
	Gizmos.DrawSphere (p, 0.2);
Page last updated: 2011-3-6