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Unity Engine


TransformDirections

Transforms multiple directions from local space to world space writing the transformed directions to a possibly different location.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

TransformDirections(ReadOnlySpan<Vector3>, Span<Vector3>)

Transforms multiple directions from local space to world space writing the transformed directions to a possibly different location.
public void TransformDirections(ReadOnlySpan<Vector3> directions, Span<Vector3> transformedDirections)

Parameters

The directions to be transformed, these vectors are not modified by the function unless the
transformedDirections
span overlaps.

transformedDirections

Receives the transformed directions, must be the same length as
directions
otherwise an exception will be thrown. If this span overlaps
directions
other than representing the exact same elements the behaviour is undefined.

Remarks

This operation is not affected by scale or position of the transform. The transformed vectors have the same length as the original versions.
If you need the inverse operation to transform from world space to local space you can use TransformHandle.InverseTransformDirections
You should use TransformHandle.TransformPoints for the conversion if the vectors represent positions rather than directions.

TransformDirections(Span<Vector3>)

Transforms multiple directions from local space to world space overwriting each original direction with the transformed version.
public void TransformDirections(Span<Vector3> directions)

Parameters

directions

The directions to be transformed, each is replaced by the transformed version.

Remarks

This operation is not affected by scale or position of the transform. The transformed vectors have the same length as the original versions.
If you need the inverse operation to transform from world space to local space you can use TransformHandle.InverseTransformDirections
You should use TransformHandle.TransformPoints for the conversion if the vectors represent positions rather than directions.