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XCEngine/docs/api/math/transform/transform-direction.md
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# Transform::TransformDirection
```cpp
Vector3 TransformDirection(const Vector3& direction) const;
```
将一个方向向量从本地空间变换到世界空间。计算结果为 `rotation * (scale * direction)`,即先缩放、再旋转,不包含平移。
此方法适用于变换方向向量、法线等不应当受平移影响的量。
**参数:**
- `direction` - 本地空间中的方向向量
**返回:** `Vector3` - 世界空间中的变换后方向
**线程安全:** ❌(无锁,非线程安全)
**复杂度:** O(1)
**示例:**
```cpp
#include "XCEngine/Core/Math/Transform.h"
#include "XCEngine/Core/Math/Vector3.h"
using namespace XCEngine::Math;
void TransformDirectionExample() {
Transform transform;
transform.position = Vector3(10.0f, 0.0f, 0.0f);
transform.rotation = Quaternion::Identity();
transform.scale = Vector3(2.0f, 2.0f, 2.0f);
Vector3 localDir(0.0f, 1.0f, 0.0f);
Vector3 worldDir = transform.TransformDirection(localDir);
}
```
## 相关文档
- [Transform](transform.md) - 返回类总览
- [TransformPoint](transform-point.md) - 变换点