Version: Unity 6 Preview (6000.0)
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Transform.InverseTransformPoints

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Declaration

public void InverseTransformPoints(Span<Vector3> positions);

Parameters

positions The positions of the points to be transformed, each is replaced by the transformed version.

Description

Transforms multiple positions from world space to local space overwriting each original position with the transformed version.

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

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

Additional resources:Transform.TransformPoints, Transform.InverseTransformPoint, Transform.InverseTransformDirections, Transform.InverseTransformVectors.


Declaration

public void InverseTransformPoints(ReadOnlySpan<Vector3> positions, Span<Vector3> transformedPositions);

Parameters

positions The positions of the points to be transformed, these vectors are not modified by the function unless the transformedPositions span overlaps.
transformedPositions Receives the transformed positions of each point, must be the same length as the positions span otherwise an exception will be thrown. If this span overlaps the positions span other than representing the exact same elements the behaviour is undefined.

Description

Transforms multiple positions from world space to local space writing the transformed positions to a possibly different location.

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

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

Additional resources:Transform.TransformPoints, Transform.InverseTransformPoint, Transform.InverseTransformDirections, Transform.InverseTransformVectors.