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