2.0 KiB
4×4 matrices
To create a 4×4 transformation matrix, use the constructors in float4x4
to assign one value to all elements of the matrix, or individually set all 16 elements directly:
// Unity Mathematics example
void Build4x4UnityMathematics()
{
var c0 = new float4(1.0f, 0.0f, 0.0f, 0.0f);
var c1 = new float4(0.0f, 1.0f, 0.0f, 0.0f);
var c2 = new float4(0.0f, 0.0f, 1.0f, 0.0f);
var c3 = new float4(0.0f, 0.0f, 0.0f, 1.0f);
var m = new float4x4(c0, c1, c2, c3);
}
Multiplying a 4×4 matrix
Unity Mathematics and UnityEngine
define the *
operator differently. The *
operator for float4x4
implements componentwise multiplication. If you multiply a float4x4
of all 1s with 0.5 on the diagonal, you get back the half identity because the upper and lower triangles of the matrix are multiplied by the respective zero entries from f4x4_HalfIdentity
:
// Unity Mathematics example
void OperatorMultiply4x4UnityMathematics()
{
float4x4 result = f4x4_Ones * f4x4_HalfIdentity;
// result:
// 0.5, 0.0, 0.0, 0.0,
// 0.0, 0.5, 0.0, 0.0,
// 0.0, 0.0, 0.5, 0.0,
// 0.0, 0.0, 0.0, 0.5
}
Multiplying a 4×4 matrix and a 4D vector
Use the math.mul
method to multiply a 4×4 matrix and a 4D vector. If you supply a float4x4
as the first parameter and a float4
as the second, it performs a 4×4 matrix multiplication with a 4×1 column vector, which returns a 4×1 column vector as a float4
.
math.mul
can also multiply a 1×4 row vector by a 4×4 matrix to produce a 1×4 row vector by taking a float4
as the first parameter and a float4×4
as the second. Unity Mathematics stores the row vector in a float4
and it isn't treated as a separate type.
// Unity Mathematics example
void Multiply4x4AndVector4UnityMathematics()
{
float4 result1 = math.mul(f4x4, f4); // 4x4 * 4x1 = 4x1
float4 result2 = math.mul(f4, f4x4); // 1x4 * 4x4 = 1x4
}