# Camera.worldToCameraMatrix 世界转相机矩阵

var worldToCameraMatrix : Matrix4x4

Description描述

Matrix that transforms from world to camera space.

Use this to calculate the camera space position of objects or to provide custom camera's location that is not based on the transform.

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.

If you change this matrix, the camera no longer updates its rendering based on its Transform. This lasts until you call ResetWorldToCameraMatrix.

``````using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public Vector3 offset = new Vector3(0, 1, 0);
void LateUpdate() {
Vector3 camoffset = new Vector3(-offset.x, -offset.y, offset.z);
Matrix4x4 m = Matrix4x4.TRS(camoffset, Quaternion.identity, new Vector3(1, 1, -1));
camera.worldToCameraMatrix = m * transform.worldToLocalMatrix;
}
}``````
``````// Offsets camera's rendering from the transform's position.
//从Offsets位置偏移相机的渲染

var offset : Vector3 = Vector3 (0,1,0);

function LateUpdate () {
// Construct a matrix that offsets and mirrors along
// Z axis. Because camera space has mirrored Z with respect
// to the rest of Unity.
//构建一个沿着Z轴偏移和镜像的矩阵，因为相机已经为Z轴镜像，并用于其余部分
var camoffset : Vector3 = Vector3 (-offset.x, -offset.y, offset.z);
var m : Matrix4x4 = Matrix4x4.TRS (camoffset, Quaternion.identity, Vector3 (1,1,-1));
// Override worldToCameraMatrix to be offset/mirrored
// transform's matrix.
//重载worldToCameraMatrix为偏移/镜像的变换矩阵
camera.worldToCameraMatrix = m * transform.worldToLocalMatrix;
}``````
Page last updated: 2013-7-30