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Question by robinking · May 31, 2011 at 04:27 PM · quaternioninversetransformpoint

Need equivalent of Transform.InverseTransformPoint() but without using transforms

I want to be able to do the equivalent of this:

 var worldpos = Vector3(0,0,2);
 var invtPoint = transform.InverseTransformPoint( worldpos );

But without using a transform - so instead:

 var pos = transform.position;
 var rot = transform.rotation;
 var worldpos = Vector3(0,0,2);
 var invtPoint = // ???

This previous answer kindly showed me a simple way to calculate the other way around (TransformPoint):

 var tPoint = rotation * localpos + position;

... but now I want to convert from world to local, rather than local to world. Thanks in advance!

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Answer by hellcats · May 31, 2011 at 05:04 PM

The transform from local to global is equivalent to: scale, rotate, translate in that order. To do the inverse transform you just process it backwards. This means -translate, rotate.inverse, 1/scale. so:

 Vector3 t = transform.position;
 Quaternion r = transform.rotation;
 Vector3 s = transform.localScale;
 Vector3 sInv = new Vector3(1 / s.x, 1 / s.y, 1 / s.z);

 Vector3 q = Vector3.Scale(sInv, (Quaternion.Inverse(r) * (p - t)));
 float err = (q - transform.InverseTransformPoint(p)).magnitude;
 Debug.Log(err);

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avatar image robinking · May 31, 2011 at 06:48 PM 0
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Perfect! Thank you very much :)

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