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Question by DaveA · Dec 10, 2010 at 06:53 AM · meshverticescoordinatesworld

Is there a way to get world coordinates from mesh vertices?

I need to convert some vertices in a Mesh to their current world coordinates. The mesh may be nested in several transforms. Is there a simple way to do this?

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Answer by DaveA · Dec 10, 2010 at 07:05 AM

I'm guessing it has to do with Transform.TransformPoint()

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avatar image StephanK · Dec 10, 2010 at 07:54 AM 0
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Probably the other way round. Transform.InverseTransformPoint().

avatar image Jesse Anders · Dec 10, 2010 at 08:06 AM 1
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If he's looking for world coordinates, it's probably TransformPoint() that he's looking for, not InverseTransformPoint().

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Answer by LegionLover · Nov 03, 2011 at 09:56 PM

I'm looking at this too and I think TransformPoint wouldn't work because that only changes the transform (the center of the object/mesh) from local space to world space, so that's only one point for the whole object. I think what DaveA is asking (and what I'm trying to figure out too) is how to determine the world space co-ordinates for EACH individual vertex point on a mesh. Is there a way to do that?

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avatar image DaveA · Nov 04, 2011 at 01:56 AM 0
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You would iterate over every vertex in the mesh's vertex list, calling TransformPoint for each one. I'm assu$$anonymous$$g that a vertex at 0,0,0 would coincide with the object's origin.

avatar image syclamoth · Nov 04, 2011 at 02:04 AM 0
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Yeah that's basically how you do it. I think that's how my mesh batcher worked? I'd have to check it, it was a while back.

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