JavaScript
? public function InverseTransformPoint(position: Vector3): Vector3; C#
?public Vector3 InverseTransformPoint(Vector3 position);
Description 描述
Transforms position from world space to local space. The opposite of Transform.TransformPoint.
变换位置从世界坐标到局部坐标。和Transform.TransformPoint相反。
Note that the returned position is affected by scale. Use Transform.InverseTransformDirection if you are dealing with directions.
注意,返回位置受缩放影响。如果你是处理方向使用Transform.InverseTransformDirection。
JavaScript:
// Calculate the transform‘s position relative to the camera. var cam = Camera.main.transform; var cameraRelative = cam.InverseTransformPoint(transform.position); if (cameraRelative.z > 0) print ("The object is in front of the camera"); else print ("The object is behind the camera");
C#:
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Transform cam = Camera.main.transform; public Vector3 cameraRelative = cam.InverseTransformPoint(transform.position); void Example() { if (cameraRelative.z > 0) print("The object is in front of the camera"); else print("The object is behind the camera"); } }
JavaScript
?public function InverseTransformPoint(x: float, y: float, z: float): Vector3; C#
?public Vector3 InverseTransformPoint(float x, float y, float z);
Description 描述
Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint.
变换位置 x, y, z从世界坐标到局部坐标。和Transform.TransformPoint相反。
Note that the returned position is affected by scale. Use Transform.InverseTransformDirection if you are dealing with directions.
注意,返回位置受缩放影响。如果你是处理方向使用Transform.InverseTransformDirection。
JavaScript:
// Calculate the world origin relative to this transform. relativePoint = transform.InverseTransformPoint(0, 0, 0); if (relativePoint.z > 0) print ("The world origin is in front of this object"); else print ("The world origin is behind of this object");
C#:
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Example() { relativePoint = transform.InverseTransformPoint(0, 0, 0); if (relativePoint.z > 0) print("The world origin is in front of this object"); else print("The world origin is behind of this object"); } }
transform.InverseTransformPoint 和 transform.TransformPoint 是怎么回事
一个是变换自身坐标到世界坐标 一个是变换世界坐标到自身坐标
比如说物体a的坐标内有一个3,3,3的点 你想知道这个点在世界坐标的位置 就应该用TransformPoint
反之在世界坐标下有一个点 你想知道这个点如果是在物体a的坐标下是一个什么位置 就应该用InverseTransformPoint
其实吧 就是在编辑器里把物体拽到根目录下的位置和物体在某物体内的位置之间的一个转换