Transform.InverseTransformPoint 相反变换位置
function TransformPoint (position : Vector3) : Vector3
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自身坐标。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。
C#
JavaScript
using UnityEngine;using System.Collections;public class example : MonoBehaviour {public Transform cam = Camera.main.transform;public Vector3 cameraRelative = cam.InverseTransformPoint(transform.position);public void Awake() {if (cameraRelative.z > 0)print("The object is in front of the camera");elseprint("The object is behind the camera");}}
// Calculate the transform's position relative to the camera.//相对于摄像机计算变换的位置var cam = Camera.main.transform;var cameraRelative = cam.InverseTransformPoint(transform.position);if (cameraRelative.z > 0)print ("The object is in front of the camera");elseprint ("The object is behind the camera");
• function InverseTransformPoint (x : float, y : float, z : float) : Vector3
Description描述
Note that the returned position is affected by scale. Use Transform.InverseTransformDirection if you are dealing with directions.
Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint.
变换位置 x, y, z从世界坐标到自身坐标。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。
C#
JavaScript
using UnityEngine;using System.Collections;public class example : MonoBehaviour {public void Awake() {relativePoint = transform.InverseTransformPoint(0, 0, 0);if (relativePoint.z > 0)print("The world origin is in front of this object");elseprint("The world origin is behind of this object");}}
// Calculate the world origin relative to this transform.//相对于该transform计算世界原点。relativePoint = transform.InverseTransformPoint(0, 0, 0);if (relativePoint.z > 0)print ("The world origin is in front of this object");elseprint ("The world origin is behind of this object");