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    Class TransformHelpers

    Helper functions to manipulate and decompose transformation matrices.

    Inheritance
    object
    TransformHelpers
    Namespace: Unity.Transforms
    Assembly: Unity.Transforms.dll
    Syntax
    [BurstCompile]
    public static class TransformHelpers

    Methods

    Name Description
    Back(in float4x4)

    Computes the "back" direction in a transformation matrix's reference frame.

    ComputeWorldTransformMatrix(in Entity, out float4x4, ref ComponentLookup<LocalTransform>, ref ComponentLookup<Parent>, ref ComponentLookup<PostTransformMatrix>)

    Synchronously compute a local-to-world transformation matrix for an entity, using the current values of LocalTransform and PostTransformMatrix for the target entity and its hierarchy ancestors.

    Down(in float4x4)

    Computes the "down" direction in a transformation matrix's reference frame.

    Forward(in float4x4)

    Computes the "forward" direction in a transformation matrix's reference frame.

    InverseTransformDirection(in float4x4, in float3)

    Transforms a 3D direction by the inverse of a 4x4 transformation matrix.

    InverseTransformPoint(in float4x4, in float3)

    Transforms a 3D point by the inverse of a 4x4 transformation matrix.

    InverseTransformRotation(in float4x4, in quaternion)

    Transforms a 3D rotation by the inverse of a 4x4 transformation matrix.

    Left(in float4x4)

    Computes the "left" direction in a transformation matrix's reference frame.

    LookAtRotation(in float3, float3, float3)

    Computes a rotation so that "forward" points to the target.

    Right(in float4x4)

    Computes the "right" direction in a transformation matrix's reference frame.

    Rotation(in float4x4)

    Extracts the rotation from a transformation matrix

    Scale(in float4x4)

    Extracts the scale from a transformation matrix

    TransformDirection(in float4x4, in float3)

    Transforms a 3D direction by a 4x4 transformation matrix.

    TransformPoint(in float4x4, in float3)

    Transforms a 3D point by a 4x4 transformation matrix.

    TransformRotation(in float4x4, in quaternion)

    Transforms a 3D rotation by a 4x4 transformation matrix.

    Translation(in float4x4)

    Extracts the translation from a transformation matrix

    Up(in float4x4)

    Computes the "up" direction in a transformation matrix's reference frame.

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