// Stretch a mesh at an arbitrary angle around the X axis.
// Angle and amount of stretching.
public float rotAngle;
public float stretch;
MeshFilter mf;
Vector3[] origVerts;
Vector3[] newVerts;
void Start()
{
// Get the Mesh Filter component, save its original vertices
// and make a new vertex array for processing.
mf = GetComponent< MeshFilter > ();
origVerts = mf.mesh.vertices;
newVerts = new Vector3[origVerts.Length];
}
void Update()
{
// Create a rotation matrix from a Quaternion.
Quaternion rot = Quaternion.Euler(rotAngle, 0, 0);
Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one);
// Get the inverse of the matrix (ie, to undo the rotation).
Matrix4x4 inv = m.inverse;
// For each vertex...
for (var i = 0; i < origVerts.Length; i++)
{
// Rotate the vertex and scale it along its new Y axis.
var pt = m.MultiplyPoint3x4(origVerts[i]);
pt.y *= stretch;
// Return the vertex to its original rotation (but with the
// scaling still applied).
newVerts[i] = inv.MultiplyPoint3x4(pt);
}
// Copy the transformed vertices back to the mesh.
mf.mesh.vertices = newVerts;
}
沿着x轴反向旋转,然后y方向拉伸,然后再旋转回来