Unity3D圣典3.3版本-中文版
文集大纲加载中……
本文档使用 MrDoc 发布
-
+
首页
Transform.InverseTransformPoint 相反变换位置
# [Transform](Transform.html).InverseTransformPoint 相反变换位置 function *TransformPoint* (*position* : [Vector3](../Vector3/Vector3.html)) : [Vector3](../Vector3/Vector3.html) *Description* 描述 Transforms position from world space to local space. The opposite of [Transform.TransformPoint](Transform.TransformPoint.html). 变换位置从世界坐标到自身坐标。和 [Transform.TransformPoint](Transform.TransformPoint.html) 相反。 Note that the returned position is affected by scale. Use [Transform.InverseTransformDirection](Transform.InverseTransformDirection.html) if you are dealing with directions. 注意,返回位置不受缩放影响。如果你是处理方向使用 [Transform.InverseTransformDirection](Transform.InverseTransformDirection.html)。 * [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"); else print("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"); else print ("The object is behind the camera"); ``` • function *InverseTransformPoint * (*x* : float, *y* : float, *z* : float) : [Vector3](../Vector3/Vector3.html) *Description* 描述 Note that the returned position is affected by scale. Use [Transform.InverseTransformDirection](Transform.InverseTransformDirection.html) if you are dealing with directions. Transforms the position x, y, z from world space to local space. The opposite of [Transform.TransformPoint](Transform.TransformPoint.html). 变换位置 x, y, z 从世界坐标到自身坐标。和 [Transform.TransformPoint](Transform.TransformPoint.html) 相反。 Note that the returned position is affected by scale. Use [Transform.InverseTransformDirection](Transform.InverseTransformDirection.html) if you are dealing with directions. 注意,返回位置不受缩放影响。如果你是处理方向使用 [Transform.InverseTransformDirection](Transform.InverseTransformDirection.html)[](Transform.TransformDirection.html)。 * [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"); else print("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"); else print ("The world origin is behind of this object"); ```
da
2022年5月23日 14:49
转发文档
收藏文档
上一篇
下一篇
手机扫码
复制链接
手机扫一扫转发分享
复制链接
关于 MrDoc
觅思文档MrDoc
是
州的先生
开发并开源的在线文档系统,其适合作为个人和小型团队的云笔记、文档和知识库管理工具。
如果觅思文档给你或你的团队带来了帮助,欢迎对作者进行一些打赏捐助,这将有力支持作者持续投入精力更新和维护觅思文档,感谢你的捐助!
>>>捐助鸣谢列表
微信
支付宝
QQ
PayPal
Markdown文件
分享
链接
类型
密码
更新密码