Version: 2017.1

Transform.InverseTransformPoint

매뉴얼로 전환
public Vector3 InverseTransformPoint (Vector3 position);

설명

Transforms position from world space to local space.

This function is essentially the opposite of Transform.TransformPoint, which is used to convert from local to world space.

Note that the returned position is affected by scale. Use Transform.InverseTransformDirection if you are dealing with direction vectors rather than positions.

// Calculate the transform's position relative to the camera.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform cam; public Vector3 cameraRelative;

void Start() { cam = Camera.main.transform; Vector3 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"); } }

public Vector3 InverseTransformPoint (float x, float y, float z);

설명

Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint.

Note that the returned position is affected by scale. Use Transform.InverseTransformDirection if you are dealing with directions.

// Calculate the world origin relative to this transform.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Vector3 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"); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961