Unity世界坐标系的旋转规则是ZXY,自身坐标系的旋转规则是YXZ,可以理解为:
LocalToWorldMatrix:Rot(y) * Rot(x) * Rot(z) * P(localPosition)
WorldToLocalMatrix: Inverse of LocalToWorldMatrix
P(-localPosition) * Rot(-z) * Rot(-x) * Rot(-y)
Quaternion.Euler(Vector3(x, y, z)): Reture a rotation in Rot(z) * Rot(x) * Rot(y)
Transform has three similar methods: TransformPoint, TransformDirection and TransformVector. The difference c