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  • 行矩阵列矩阵D3D&GL&U3D

        void Start () {
            //矩阵函数原型:Matrix4x4(Vector4 colum0, Vector4 colum1, Vector4 colum2, Vector4 colum3),这说明U3D使用列矩阵,同opengl
            //因此矩阵是左乘的,DX是行矩阵,矩阵是右乘的。
            //在DX中WVP矩阵组合为 W*V*P, 而GL中MVP矩阵组合为 P*V*M
            Matrix4x4 tm = new Matrix4x4(new Vector4(1, 0, 0, 3), new Vector4(0,1,0,0),new Vector4(0,0,1,0),new Vector4(0,0,0,1));
            Vector4 pt4 = new Vector4(0, 0, 0, 1);
            Vector3 pt3 = new Vector3(0, 0, 0);
    
            //var pt4t = pt4*tm; //编译出错,没有定义这种乘法,不支持右乘!
            var pt4t = tm*pt4; 
            var pt4tt = tm.transpose*pt4; //矩阵转置-变为行矩阵
            var pt3t = tm*pt3;
            var pt3tt = tm.transpose*pt3; //实际是 tm.transpose * (0,0,0,0),U3D将vector3扩展为w为0,而不是像DX那样将w扩展为1
    
            //总结:在U3D中,
            //1,矩阵是列矩阵,必须左乘,U3D未定义矩阵右乘向量这种操作
            //2,vector3(x,y,z)与矩阵相乘时,vector3被扩展为vector4(x,y,z,0)
            Debug.Log(pt4t.x + "," + pt4t.y+","+ pt4t.z); //0,0,0
            Debug.Log(pt4tt.x + "," + pt4tt.y+","+ pt4tt.z); //3,0,0
            Debug.Log(pt3t.x + "," + pt3t.y+","+ pt3t.z); //0,0,0
            Debug.Log(pt3tt.x + "," + pt3tt.y + "," + pt3tt.z);//0,0,0
    
            //3,鉴于2的情况,U3D中操作顶点变换最好使用函数,如下
            var tx = tm.transpose.MultiplyPoint(pt3t);
            Debug.Log(tx.x + "," + tx.y + "," + tx.z); //3,0,0
    
        }
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  • 原文地址:https://www.cnblogs.com/timeObjserver/p/9466113.html
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