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。

  • C#

  • JavaScript

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);}


,