Fixed broken references: - texture-import-settings: Fix 16 files referencing wrong overview filename - math/rectint: Fix 9 method links (rectint-* → get*, contains, intersects) - rhi/opengl/device: Fix 8 cross-references (opengl-* → */**) - resources/mesh: Fix meshsection and vertexattribute links - rhi/d3d12/sampler: Fix RHISampler reference path - math/vector3: Fix projectonplane → project-on-plane - rhi/opengl/command-list: Remove broken ClearFlag enum ref - rhi/opengl/device: Create 2 new method docs (MakeContextCurrent, GetNativeContext) - rhi/device: Fix device-info types reference All 0 broken references remaining.
895 B
895 B
Transform::ToMatrix
Matrix4 ToMatrix() const;
将当前变换转换为 4x4 变换矩阵。该矩阵通过 Matrix4x4::TRS 函数,使用 position、rotation 和 scale 构造,包含平移、旋转和缩放的组合变换。
参数: 无
返回: Matrix4 - 表示当前变换的 4x4 矩阵
线程安全: ❌(无锁,非线程安全)
复杂度: O(1)
示例:
#include "XCEngine/Core/Math/Transform.h"
#include "XCEngine/Core/Math/Vector3.h"
#include "XCEngine/Core/Math/Quaternion.h"
using namespace XCEngine::Math;
void ToMatrixExample() {
Transform transform;
transform.position = Vector3(1.0f, 2.0f, 3.0f);
transform.rotation = Quaternion::Identity();
transform.scale = Vector3(2.0f, 2.0f, 2.0f);
Matrix4 matrix = transform.ToMatrix();
}
相关文档
- Transform - 返回类总览