Scaling matrix

Author: h | 2025-04-24

★★★★☆ (4.6 / 1613 reviews)

Download inno setup 5.6.1

What is scaling matrix? Scale a matrix. Description: For some computations, such as computing a distance matrix, it may be desirable to scale the matrix first. The scaling may

chrome chat

Split a transform matrix into orhhogonal matrix and scale matrix

Right direction vector from the matrixLeft: The left direction vector from the matrixForward: The forward direction vector in right-handed (RH) coordinates from the matrixBackward: The backward direction vector in right-handed (RH) coordinates from the matrixTranslation: Returns the translation in the matrixMethodsComparison operators: == and !=Assignment operators: =, +=, -=, *=, /=Unary operators: +, -Binary operators: +, -, *, /Decompose: Decomposes the matrix into rotation (a Quaternion), scaling, and translation components. Returns false if the matrix can't be decomposed.Transpose: Computes the transpose of the matrix. Note that for a pure rotation matrix, this is the same as the inverse.Invert: Computes the inverse of the matrix using Cramer's rule. It returns false if the matrix is not invertible.Determinant: Computes the determinant of the matrix.ToEuler: Computes rotation about y-axis (y), then x-axis (x), then z-axis (z) as angles in radians. The return value is compatible with one of the overloads of CreateFromYawPitchRoll. This result is only valid if the input matrix's upper 3x3 contains only rotation (i.e. no scaling).StaticsCreateBillboard: Creates a spherical billboard that rotates around a specified object positionCreateConstrainedBillboard: Creates a cylindrical billboard that rotates around a specified axisCreateTranslation: Creates a matrix for translating by the given X, Y, Z offset. Note you can create the inverse of this matrix by passing -X, -Y, -Z.CreateScale: Creates a matrix for scaling by the given X, Y, and Z scale factors. Note you can create the inverse of this matrix by passing 1/X, 1/Y, 1/Z.CreateRotationX, CreateRotationY, CreateRotationZ: Creates a matrix for rotation about the

fake call sound

Scaling Matrix and Translation Matrix related issue

Function on a node. The nodeToSnap parameter is optional. If it's not specified, or is None, we use the result of nuke.thisNode() instead. The node must have an Enumeration_Knob called "snapFunc" which selects the snapping function to call. ''' if nodeToSnap is None: nodeToSnap = nuke.thisNode() # Make sure that the nodeToSnap has a snapFunc knob if "snapFunc" not in nodeToSnap.knobs(): # TODO: warn the user that we can't snap this node. return snapFunc = dict(snapFuncs)[nodeToSnap['snapFunc'].value()] snapFunc(nodeToSnap)[docs]def radians(vector) -> list: return [math.radians(x) for x in vector][docs]def degrees(vector) -> list: return [math.degrees(x) for x in vector][docs]def scalingMatrix(scalings) -> _nukemath.Matrix4: ''' Generates a scaling matrix from the input vector. @type scalings: _nukemath.Vector3 @param scalings: Vector that will be used generate the scaling matrix. @return: The scaling matrix. ''' m = _nukemath.Matrix4() m.makeIdentity() m.scaling(scalings[0], scalings[1], scalings[2]) return m[docs]def translateMatrix(translations) -> _nukemath.Matrix4: ''' Generates a translation matrix from the input vector. @type translations: _nukemath.Vector3 @param translations: Vector that will be used generate the translation matrix. @return: The translate matrix. ''' m = _nukemath.Matrix4() m.makeIdentity() m.translation(translations[0], translations[1], translations[2]) return m[docs]def rotateMatrixXYZ(rotations) -> _nukemath.Matrix4: ''' Generates a rotation XYZ matrix from the input vector. @type rotations: _nukemath.Vector3 @param rotations: Vector that will be used generate the rotate matrix. @return: The rotate matrix. ''' m = _nukemath.Matrix4() m.makeIdentity() m.rotateZ(rotations[2]) m.rotateY(rotations[1]) m.rotateX(rotations[0]) return m[docs]def rotateMatrixZXY(rotations) -> _nukemath.Matrix4: ''' Generates a rotation ZXY matrix from the input vector. @type rotations: _nukemath.Vector3 @param rotations: Vector that will be used generate the rotate matrix. @return: The rotate matrix. ''' m = _nukemath.Matrix4() m.makeIdentity() m.rotateY(rotations[1]) m.rotateX(rotations[0]) m.rotateZ(rotations[2]) return m[docs]def transformMatrix(nodeToSnap) -> _nukemath.Matrix4: ''' Generates the transformation matrix for a given node based on its knob values. @type nodeToSnap: nuke.Node @param nodeToSnap: Node from which the data will be extracted to generate its transformation matrix. @return: The matrix containg all node transformations. ''' T = translateMatrix(nodeToSnap['translate'].getValue()) R = rotateMatrixZXY(radians(nodeToSnap['rotate'].getValue())) S = scalingMatrix(nodeToSnap['scaling'].getValue()) pT = translateMatrix(nodeToSnap['pivot_translate'].getValue()) pR = rotateMatrixXYZ(radians(nodeToSnap['pivot_rotate'].getValue())) pTi = pT.inverse() pRi = pR.inverse() return pT * pR * T * R * S * pRi * pTi[docs]def translateRotatePivot(nodeToSnap, translate, rotate) -> tuple: ''' Pivot translation and rotation must keep the object stationary and in order to do that compensation values must be placed in the geometry translate and rotate. @type nodeToSnap: nuke.Node @param nodeToSnap: Node to translate and rotate @type translate: _nukemath.Vector3 @param translate: Target position for the pivot point. @type rotate: _nukemath.Vector3 @param rotate: Target rotation for the pivot point. @return: A tuple with the new geometry translation and rotation respectively (_nukemath.Vector3, _nukemath.Vector3). ''' pT = translateMatrix(translate) pTi = pT.inverse() pR = rotateMatrixXYZ(rotate) pRi = pR.inverse() S = scalingMatrix(nodeToSnap['scaling'].getValue()) Si = S.inverse() M = transformMatrix(nodeToSnap) compensatedM = pRi * pTi * M * pT * pR * Si geoTranslate = compensatedM.translation() geoRotate = degrees(compensatedM.rotationsZXY()) return (geoTranslate, geoRotate)

Quantum algorithms for matrix scaling and matrix balancing

The LiveBindings database function is supported. 8, The RAD ... type: Shareware ($139.00) categories: FireMonkey, matrix barcode, stacked barcode, QR Code, PDF417, MicroPDF417, Micro QR Code, RSS 14, RSS Limited, RSS Expanded, Code 16K, MaxiCode, Aztec Code View Details Download Rt-Science Tools2D for Delphi 3.3.2.29 download by Rt-Science A compilation of components for Borland and CodeGear Delphi and C++ compilers for generating Cartesian X/Y-plots from scientific and financial data. It supports a large variety of axis scaling types, series, ... type: Shareware ($140.00) categories: Components, Delphi, Cartesian Plot, 2D-Plot, Color Picker, Extended Label Component, Extended Edit Component, 2D-Graph Component, Linear Regression, Non linear Fit, Polynomial Regression, Interpolation, Differential, Integral View Details Download 2D Barcode VCL Components 13.2.1.2656 download by Han-soft Corporation ... paper. 2, Most popular matrix and stacked 2 dimensional barcode symbologies, All of RSS barcode symbologies, and EAN.UCC composite barcode symbologies are supported. 3, The database functionality is supported. 4, ... type: Shareware ($125.00) categories: matrix barcode, stacked barcode, PDF417, MicroPDF417, QR Code, Micro QR Code, RSS 14, RSS Limited, RSS Expanded, Code 16K, MaxiCode, Aztec Code, Aztec Runes, Data Matrix, Barcode, composite, 2D Barcode, two-dimensional barcode, 2-dimensional barcode, barcode symbology View Details Download. What is scaling matrix? Scale a matrix. Description: For some computations, such as computing a distance matrix, it may be desirable to scale the matrix first. The scaling may

New concepts: Matrix addition and scaling Matrix

Matrix Applications: Matrices in GraphicsIntroductionIn the world of computer graphics, matrices play a crucial role in transforming and manipulating objects on the screen. Whether it's rotating a 3D model, scaling an image, or applying a perspective transformation, matrices provide the mathematical foundation for these operations. In this tutorial, we will dive deep into the world of matrices and explore their applications in graphics.What is a Matrix?A matrix is a rectangular array of numbers arranged in rows and columns. It is often used to represent linear transformations and perform mathematical operations. In graphics, matrices are primarily used to represent transformations such as translation, rotation, scaling, and shearing.Matrix OperationsMatrix Addition and SubtractionMatrix addition and subtraction are straightforward operations that involve adding or subtracting corresponding elements of two matrices. Let's take a look at an example:# Matrix additionA = [[1, 2], [3, 4]]B = [[5, 6], [7, 8]]C = [[0, 0], [0, 0]]for i in range(len(A)): for j in range(len(A[0])): C[i][j] = A[i][j] + B[i][j]print(C)Output:[[6, 8], [10, 12]]Matrix MultiplicationMatrix multiplication is a fundamental operation in graphics. It involves multiplying corresponding elements of rows and columns to obtain the resulting matrix. Here's an example:# Matrix multiplicationA = [[1, 2], [3, 4]]B = [[5, 6], [7, 8]]C = [[0, 0], [0, 0]]for i in range(len(A)): for j in range(len(B[0])): for k in range(len(B)): C[i][j] += A[i][k] * B[k][j]print(C)Output:[[19, 22], [43, 50]]Matrix TranspositionMatrix transposition involves interchanging rows and columns of a matrix. It can be achieved by simply swapping the elements across the main diagonal. Here's an example:# Matrix transpositionA = [[1, 2, 3], [4, 5, 6]]B = [[0, 0], [0, 0], [0, 0]]for i in range(len(A)): for j in range(len(A[0])): B[j][i] = A[i][j]print(B)Output:[[1, 4], [2, 5], [3, 6]]Matrices in GraphicsNow that we have covered the basic matrix operations, let's explore how matrices are used in graphics. Matrices are primarily used to represent transformations such as translation, rotation, scaling, and shearing.TranslationTranslation involves moving an object from one position to another. It can be achieved by adding a translation matrix to the original coordinates of the object. Here's an example:# Translation matrixT = [[1, 0, dx], [0, 1, dy], [0, 0, 1]]# Original coordinatesP = [x, y, 1]# Translated coordinatesP' = T * PRotationRotation involves rotating an object around a specified point or axis. It can be achieved by multiplying the original coordinates of the object by a rotation matrix. Here's an example:# Rotation matrix (counter-clockwise)R = [[cos(theta), -sin(theta), 0], [sin(theta), cos(theta), 0], [0, 0, 1]]# Original coordinatesP = [x, y, 1]# Rotated coordinatesP' = R * PScalingScaling involves resizing an object by multiplying its coordinates by a scaling matrix. It can be used to make an object larger or smaller. Here's an example:# Scaling matrixS = [[sx, 0, 0], [0, sy, 0], [0, 0, 1]]# Original coordinatesP = [x, y, 1]# Scaled coordinatesP' = S * PShearingShearing involves distorting an object along a specified axis. It can be achieved by multiplying the original coordinates of the object by a shearing matrix. Here's an example:# Shearing matrixH

Spectral Analysis of Matrix Scaling and Operator Scaling

Struct in UnityEngine/Implemented in:UnityEngine.CoreModuleSuggest a changeSuccess!Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.CloseSubmission failedFor some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.CloseYour nameYour emailSuggestion*CancelDescriptionA standard 4x4 transformation matrix.A transformation matrix can perform arbitrary linear 3D transformations (i.e. translation, rotation, scale, shear etc.)and perspective transformations using homogenous coordinates. You rarely use matrices in scripts; mostoften using Vector3s, Quaternions and functionality of Transform class is more straightforward. Plain matrices are used in special caseslike setting up nonstandard camera projection.In Unity, several Transform, Camera, Material, Graphics and GL functions use Matrix4x4.Matrices in Unity are column major; i.e. the position of a transformation matrix is in the last column,and the first three columns contain x, y, and z-axes. Data is accessed as:row + (column*4). Matrices can beindexed like 2D arrays but note that in an expression like mat[a, b], a refers to the row index, while b refersto the column index.using UnityEngine;public class ExampleScript : MonoBehaviour{ void Start() { // get matrix from the Transform var matrix = transform.localToWorldMatrix; // get position from the last column var position = new Vector3(matrix[0,3], matrix[1,3], matrix[2,3]); Debug.Log("Transform position from matrix is: " + position); }}Static PropertiesidentityReturns the identity matrix (Read Only).zeroReturns a matrix with all elements set to zero (Read Only).PropertiesdecomposeProjectionThis property takes a projection matrix and returns the six plane coordinates that define a projection frustum.determinantThe determinant of the matrix. (Read Only)inverseThe inverse of this matrix. (Read Only)isIdentityChecks whether this is an identity matrix. (Read Only)lossyScaleAttempts to get a scale value from the matrix. (Read Only)rotationAttempts to get a rotation quaternion from this matrix.this[int,int]Access element at [row, column].transposeReturns the transpose of this matrix (Read Only).Public MethodsGetColumnGet a column of the matrix.GetRowReturns a row of the matrix.MultiplyPointTransforms a position by this matrix (generic).MultiplyPoint3x4Transforms a position by this matrix (fast).MultiplyVectorTransforms a direction by this matrix.SetColumnSets a column of the matrix.SetRowSets a row of the matrix.SetTRSSets this matrix to a translation, rotation and scaling matrix.ToStringReturns a formatted string for this matrix.TransformPlaneReturns a plane that is transformed in space.ValidTRSChecks if this matrix is a valid transform matrix.Static MethodsFrustumThis function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.Inverse3DAffineComputes the inverse of a 3D affine matrix.LookAtCreate a "look at" matrix.OrthoCreate an orthogonal projection matrix.PerspectiveCreate a perspective projection matrix.RotateCreates a rotation matrix.ScaleCreates a scaling matrix.TranslateCreates a translation matrix.TRSCreates a translation, rotation and scaling matrix.OperatorsDid you find this page useful? Please give it a rating:

Scaling objects with a Transformation Matrix

Multidimensional Scaling Graph Visualization WorksDistance Matrix Computation: MDS starts with a distance matrix representing the dissimilarities between pairs of items in the dataset.Configuration Placement: It then calculates a configuration of points in a lower-dimensional space (usually two or three dimensions) that best preserves these distances.Optimization Process: The positions of points are iteratively adjusted to minimize the difference between the high-dimensional distances and the distances in the reduced-dimensional plot, often using a stress function or criterion as a measure of fit.Visualization and Analysis: The final output is a graph that allows one to analyze and interpret the patterns and relationships inherent in the data visually.Multidimensional scaling graph visualization is particularly useful for visualizing the structure of the data, identifying clusters, outliers, and patterns, and simplifying complex data sets to aid in decision-making and presentation.How Do Link Chart Software and Multidimensional Scaling Graph Visualization Interrelate?The connection between link chart software and multidimensional scaling (MDS) graph visualization lies in their complementary capabilities for analyzing and visualizing complex data. While both are used for data visualization, they serve different yet interconnected purposes in understanding and interpreting data relationships and structures.Enhanced Data Analysis and Visualization:Link chart software, integrated with MDS capabilities, can offer a more nuanced view of the data. MDS helps in distilling complex, multidimensional data into a format that is easier to visualize and interpret within a link chart, enhancing the software’s ability to reveal hidden patterns and insights.Complementary Functions:While link chart software excels in illustrating direct relationships and network structures, MDS adds value by allowing the visualization of indirect or less obvious relationships through spatial proximity in a reduced-dimensional space. This combination enables a more comprehensive analysis of the data.Improved Decision-Making:The integration of MDS graph visualization in link chart software can aid in better decision-making by providing a clearer, more detailed view of the data’s underlying structure. Decision-makers can understand not just the explicit connections but also the subtle relationships and groupings within the data.Broadened Application Scope:Combining MDS visualization with link chart software expands the range of applications for which data visualization can be effectively used. It allows for a broader set. What is scaling matrix? Scale a matrix. Description: For some computations, such as computing a distance matrix, it may be desirable to scale the matrix first. The scaling may The Matrix::RotateAt method updates this matrix with the product of itself and a matrix that represents rotation about a specified point. Matrix::Scale The Matrix::Scale method

Comments

User2474

Right direction vector from the matrixLeft: The left direction vector from the matrixForward: The forward direction vector in right-handed (RH) coordinates from the matrixBackward: The backward direction vector in right-handed (RH) coordinates from the matrixTranslation: Returns the translation in the matrixMethodsComparison operators: == and !=Assignment operators: =, +=, -=, *=, /=Unary operators: +, -Binary operators: +, -, *, /Decompose: Decomposes the matrix into rotation (a Quaternion), scaling, and translation components. Returns false if the matrix can't be decomposed.Transpose: Computes the transpose of the matrix. Note that for a pure rotation matrix, this is the same as the inverse.Invert: Computes the inverse of the matrix using Cramer's rule. It returns false if the matrix is not invertible.Determinant: Computes the determinant of the matrix.ToEuler: Computes rotation about y-axis (y), then x-axis (x), then z-axis (z) as angles in radians. The return value is compatible with one of the overloads of CreateFromYawPitchRoll. This result is only valid if the input matrix's upper 3x3 contains only rotation (i.e. no scaling).StaticsCreateBillboard: Creates a spherical billboard that rotates around a specified object positionCreateConstrainedBillboard: Creates a cylindrical billboard that rotates around a specified axisCreateTranslation: Creates a matrix for translating by the given X, Y, Z offset. Note you can create the inverse of this matrix by passing -X, -Y, -Z.CreateScale: Creates a matrix for scaling by the given X, Y, and Z scale factors. Note you can create the inverse of this matrix by passing 1/X, 1/Y, 1/Z.CreateRotationX, CreateRotationY, CreateRotationZ: Creates a matrix for rotation about the

2025-04-22
User4281

Function on a node. The nodeToSnap parameter is optional. If it's not specified, or is None, we use the result of nuke.thisNode() instead. The node must have an Enumeration_Knob called "snapFunc" which selects the snapping function to call. ''' if nodeToSnap is None: nodeToSnap = nuke.thisNode() # Make sure that the nodeToSnap has a snapFunc knob if "snapFunc" not in nodeToSnap.knobs(): # TODO: warn the user that we can't snap this node. return snapFunc = dict(snapFuncs)[nodeToSnap['snapFunc'].value()] snapFunc(nodeToSnap)[docs]def radians(vector) -> list: return [math.radians(x) for x in vector][docs]def degrees(vector) -> list: return [math.degrees(x) for x in vector][docs]def scalingMatrix(scalings) -> _nukemath.Matrix4: ''' Generates a scaling matrix from the input vector. @type scalings: _nukemath.Vector3 @param scalings: Vector that will be used generate the scaling matrix. @return: The scaling matrix. ''' m = _nukemath.Matrix4() m.makeIdentity() m.scaling(scalings[0], scalings[1], scalings[2]) return m[docs]def translateMatrix(translations) -> _nukemath.Matrix4: ''' Generates a translation matrix from the input vector. @type translations: _nukemath.Vector3 @param translations: Vector that will be used generate the translation matrix. @return: The translate matrix. ''' m = _nukemath.Matrix4() m.makeIdentity() m.translation(translations[0], translations[1], translations[2]) return m[docs]def rotateMatrixXYZ(rotations) -> _nukemath.Matrix4: ''' Generates a rotation XYZ matrix from the input vector. @type rotations: _nukemath.Vector3 @param rotations: Vector that will be used generate the rotate matrix. @return: The rotate matrix. ''' m = _nukemath.Matrix4() m.makeIdentity() m.rotateZ(rotations[2]) m.rotateY(rotations[1]) m.rotateX(rotations[0]) return m[docs]def rotateMatrixZXY(rotations) -> _nukemath.Matrix4: ''' Generates a rotation ZXY matrix from the input vector. @type rotations: _nukemath.Vector3 @param rotations: Vector that will be used generate the rotate matrix. @return: The rotate matrix. ''' m = _nukemath.Matrix4() m.makeIdentity() m.rotateY(rotations[1]) m.rotateX(rotations[0]) m.rotateZ(rotations[2]) return m[docs]def transformMatrix(nodeToSnap) -> _nukemath.Matrix4: ''' Generates the transformation matrix for a given node based on its knob values. @type nodeToSnap: nuke.Node @param nodeToSnap: Node from which the data will be extracted to generate its transformation matrix. @return: The matrix containg all node transformations. ''' T = translateMatrix(nodeToSnap['translate'].getValue()) R = rotateMatrixZXY(radians(nodeToSnap['rotate'].getValue())) S = scalingMatrix(nodeToSnap['scaling'].getValue()) pT = translateMatrix(nodeToSnap['pivot_translate'].getValue()) pR = rotateMatrixXYZ(radians(nodeToSnap['pivot_rotate'].getValue())) pTi = pT.inverse() pRi = pR.inverse() return pT * pR * T * R * S * pRi * pTi[docs]def translateRotatePivot(nodeToSnap, translate, rotate) -> tuple: ''' Pivot translation and rotation must keep the object stationary and in order to do that compensation values must be placed in the geometry translate and rotate. @type nodeToSnap: nuke.Node @param nodeToSnap: Node to translate and rotate @type translate: _nukemath.Vector3 @param translate: Target position for the pivot point. @type rotate: _nukemath.Vector3 @param rotate: Target rotation for the pivot point. @return: A tuple with the new geometry translation and rotation respectively (_nukemath.Vector3, _nukemath.Vector3). ''' pT = translateMatrix(translate) pTi = pT.inverse() pR = rotateMatrixXYZ(rotate) pRi = pR.inverse() S = scalingMatrix(nodeToSnap['scaling'].getValue()) Si = S.inverse() M = transformMatrix(nodeToSnap) compensatedM = pRi * pTi * M * pT * pR * Si geoTranslate = compensatedM.translation() geoRotate = degrees(compensatedM.rotationsZXY()) return (geoTranslate, geoRotate)

2025-04-21
User8636

Matrix Applications: Matrices in GraphicsIntroductionIn the world of computer graphics, matrices play a crucial role in transforming and manipulating objects on the screen. Whether it's rotating a 3D model, scaling an image, or applying a perspective transformation, matrices provide the mathematical foundation for these operations. In this tutorial, we will dive deep into the world of matrices and explore their applications in graphics.What is a Matrix?A matrix is a rectangular array of numbers arranged in rows and columns. It is often used to represent linear transformations and perform mathematical operations. In graphics, matrices are primarily used to represent transformations such as translation, rotation, scaling, and shearing.Matrix OperationsMatrix Addition and SubtractionMatrix addition and subtraction are straightforward operations that involve adding or subtracting corresponding elements of two matrices. Let's take a look at an example:# Matrix additionA = [[1, 2], [3, 4]]B = [[5, 6], [7, 8]]C = [[0, 0], [0, 0]]for i in range(len(A)): for j in range(len(A[0])): C[i][j] = A[i][j] + B[i][j]print(C)Output:[[6, 8], [10, 12]]Matrix MultiplicationMatrix multiplication is a fundamental operation in graphics. It involves multiplying corresponding elements of rows and columns to obtain the resulting matrix. Here's an example:# Matrix multiplicationA = [[1, 2], [3, 4]]B = [[5, 6], [7, 8]]C = [[0, 0], [0, 0]]for i in range(len(A)): for j in range(len(B[0])): for k in range(len(B)): C[i][j] += A[i][k] * B[k][j]print(C)Output:[[19, 22], [43, 50]]Matrix TranspositionMatrix transposition involves interchanging rows and columns of a matrix. It can be achieved by simply swapping the elements across the main diagonal. Here's an example:# Matrix transpositionA = [[1, 2, 3], [4, 5, 6]]B = [[0, 0], [0, 0], [0, 0]]for i in range(len(A)): for j in range(len(A[0])): B[j][i] = A[i][j]print(B)Output:[[1, 4], [2, 5], [3, 6]]Matrices in GraphicsNow that we have covered the basic matrix operations, let's explore how matrices are used in graphics. Matrices are primarily used to represent transformations such as translation, rotation, scaling, and shearing.TranslationTranslation involves moving an object from one position to another. It can be achieved by adding a translation matrix to the original coordinates of the object. Here's an example:# Translation matrixT = [[1, 0, dx], [0, 1, dy], [0, 0, 1]]# Original coordinatesP = [x, y, 1]# Translated coordinatesP' = T * PRotationRotation involves rotating an object around a specified point or axis. It can be achieved by multiplying the original coordinates of the object by a rotation matrix. Here's an example:# Rotation matrix (counter-clockwise)R = [[cos(theta), -sin(theta), 0], [sin(theta), cos(theta), 0], [0, 0, 1]]# Original coordinatesP = [x, y, 1]# Rotated coordinatesP' = R * PScalingScaling involves resizing an object by multiplying its coordinates by a scaling matrix. It can be used to make an object larger or smaller. Here's an example:# Scaling matrixS = [[sx, 0, 0], [0, sy, 0], [0, 0, 1]]# Original coordinatesP = [x, y, 1]# Scaled coordinatesP' = S * PShearingShearing involves distorting an object along a specified axis. It can be achieved by multiplying the original coordinates of the object by a shearing matrix. Here's an example:# Shearing matrixH

2025-03-25
User3723

Struct in UnityEngine/Implemented in:UnityEngine.CoreModuleSuggest a changeSuccess!Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.CloseSubmission failedFor some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.CloseYour nameYour emailSuggestion*CancelDescriptionA standard 4x4 transformation matrix.A transformation matrix can perform arbitrary linear 3D transformations (i.e. translation, rotation, scale, shear etc.)and perspective transformations using homogenous coordinates. You rarely use matrices in scripts; mostoften using Vector3s, Quaternions and functionality of Transform class is more straightforward. Plain matrices are used in special caseslike setting up nonstandard camera projection.In Unity, several Transform, Camera, Material, Graphics and GL functions use Matrix4x4.Matrices in Unity are column major; i.e. the position of a transformation matrix is in the last column,and the first three columns contain x, y, and z-axes. Data is accessed as:row + (column*4). Matrices can beindexed like 2D arrays but note that in an expression like mat[a, b], a refers to the row index, while b refersto the column index.using UnityEngine;public class ExampleScript : MonoBehaviour{ void Start() { // get matrix from the Transform var matrix = transform.localToWorldMatrix; // get position from the last column var position = new Vector3(matrix[0,3], matrix[1,3], matrix[2,3]); Debug.Log("Transform position from matrix is: " + position); }}Static PropertiesidentityReturns the identity matrix (Read Only).zeroReturns a matrix with all elements set to zero (Read Only).PropertiesdecomposeProjectionThis property takes a projection matrix and returns the six plane coordinates that define a projection frustum.determinantThe determinant of the matrix. (Read Only)inverseThe inverse of this matrix. (Read Only)isIdentityChecks whether this is an identity matrix. (Read Only)lossyScaleAttempts to get a scale value from the matrix. (Read Only)rotationAttempts to get a rotation quaternion from this matrix.this[int,int]Access element at [row, column].transposeReturns the transpose of this matrix (Read Only).Public MethodsGetColumnGet a column of the matrix.GetRowReturns a row of the matrix.MultiplyPointTransforms a position by this matrix (generic).MultiplyPoint3x4Transforms a position by this matrix (fast).MultiplyVectorTransforms a direction by this matrix.SetColumnSets a column of the matrix.SetRowSets a row of the matrix.SetTRSSets this matrix to a translation, rotation and scaling matrix.ToStringReturns a formatted string for this matrix.TransformPlaneReturns a plane that is transformed in space.ValidTRSChecks if this matrix is a valid transform matrix.Static MethodsFrustumThis function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.Inverse3DAffineComputes the inverse of a 3D affine matrix.LookAtCreate a "look at" matrix.OrthoCreate an orthogonal projection matrix.PerspectiveCreate a perspective projection matrix.RotateCreates a rotation matrix.ScaleCreates a scaling matrix.TranslateCreates a translation matrix.TRSCreates a translation, rotation and scaling matrix.OperatorsDid you find this page useful? Please give it a rating:

2025-04-15

Add Comment