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Question by cupsster · Feb 02, 2012 at 01:30 PM · inputvector3functioninversetransformpoint

[CLOSED] Vector3.InverseTransformPoint() workaround?

Please can someone point me to solving this? Is there some workaround for method Transform.InverseTransformPoint(Vector3) where I wnat to supply Vector3 instead of Transform?

 //this is what I'm after
 Vector3.InverseTransformPoint(Vector3);

Anyone?

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avatar image Kryptos · Feb 02, 2012 at 05:55 PM 0
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What will be the meaning of that? What are you trying to achieve?

avatar image cupsster · Feb 02, 2012 at 05:59 PM 0
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standard unity function implementation takes as input Transform, which I dont have cuse that position exists only as a Vector3. It is not part of any object, so I'm after some kind of workaround for this.. But as I looking at it right now I think I drunk too much of coffe today.. :D

avatar image Kryptos · Feb 02, 2012 at 06:03 PM 0
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Yes but do you even know the semantic of InverseTransform? It only has meaning for a transform because it converts a world position into a local position relative to the transform.

A Vector3 doesn't have this kind of semantic, because it is only a vector.

So again, what is the context? What do you want to do with this vector? What do you expect this method to return?

avatar image cupsster · Feb 02, 2012 at 06:09 PM 0
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Olala.. I think that I placed irelevant question.. I already have two vectors so I can compute however I want.. sorry for inconvience. How can I mark this as solved? Should I answer my question and mark it as accepted?

avatar image Kryptos · Feb 02, 2012 at 06:10 PM 0
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Try to remove it... or just add [Closed] to the caption.

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Answer by cupsster · Feb 02, 2012 at 06:16 PM

Placed question is irelevant cause I wanted input on function to be Vector3 and does not realized that I already have 2 vectors known so I can compute using simple vector math.

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