//Laya.Transform3D源码
set position(value: Vector3) {
if (this._parent != null) {
var parentInvMat: Matrix4x4 = Transform3D._tempMatrix0;//获取一个空矩阵Transform3D._tempMatrix0=new Matrix4x4()
this._parent.worldMatrix.invert(parentInvMat);//获取父级的逆矩阵 等价于 Sp3d.transform.worldMatrix
Vector3.transformCoordinate(value, parentInvMat, this._localPosition);//通过矩阵转换一个三维向量到另外一个归一化的三维向量
}
else {
value.cloneTo(this._localPosition);
}
this.localPosition = this._localPosition;
if (this._position !== value)
value.cloneTo(this._position);
this._setTransformFlag(Transform3D.TRANSFORM_WORLDPOSITION, false);
}
/**
* 世界坐标转局部坐标
* @param {Laya.Vector3} pos2world 世界坐标
* @param {Laya.Sprite3D} sp3d 局部空间
* @returns {Laya.Vector3} 局部坐标
*/
function positionWorld2local(pos2world:Laya.Vector3,sp3d:Laya.Sprite3D){
let pos2local:Laya.Vector3=new Laya.Vector3(0,0,0);//局部坐标
let m:Laya.Matrix4x4=new Laya.Matrix4x4();//新建空矩阵
sp3d.transform.worldMatrix.invert(m);//获取当前局部空间的逆矩阵
Laya.Vector3.transformCoordinate(pos2world,m,pos2local);
return pos2local;
}