Transform() public static method

Transforms the vector by the matrix.
public static Transform ( System.Vector3 v, Matrix3x3 matrix ) : System.Vector3
v System.Vector3 Vector3 to transform.
matrix Matrix3x3 Matrix to use as the transformation.
return System.Vector3
        /// <summary>
        /// Multiplies a transform by another transform.
        /// </summary>
        /// <param name="a">First transform.</param>
        /// <param name="b">Second transform.</param>
        /// <param name="transform">Combined transform.</param>
        public static void Multiply(ref AffineTransform a, ref AffineTransform b, out AffineTransform transform)
        {
            Matrix3x3 linearTransform;//Have to use temporary variable just in case a or b reference is transform.

            Matrix3x3.Multiply(ref a.LinearTransform, ref b.LinearTransform, out linearTransform);
            Vector3 translation;

            Matrix3x3.Transform(ref a.Translation, ref b.LinearTransform, out translation);
            Vector3.Add(ref translation, ref b.Translation, out transform.Translation);
            transform.LinearTransform = linearTransform;
        }
        ///<summary>
        /// Multiplies a rigid transform by an affine transform.
        ///</summary>
        ///<param name="a">Rigid transform.</param>
        ///<param name="b">Affine transform.</param>
        ///<param name="transform">Combined transform.</param>
        public static void Multiply(ref RigidTransform a, ref AffineTransform b, out AffineTransform transform)
        {
            Matrix3x3 linearTransform;//Have to use temporary variable just in case b reference is transform.

            Matrix3x3.CreateFromQuaternion(ref a.Orientation, out linearTransform);
            Matrix3x3.Multiply(ref linearTransform, ref b.LinearTransform, out linearTransform);
            Vector3 translation;

            Matrix3x3.Transform(ref a.Position, ref b.LinearTransform, out translation);
            Vector3.Add(ref translation, ref b.Translation, out transform.Translation);
            transform.LinearTransform = linearTransform;
        }
 ///<summary>
 /// Inverts an affine transform.
 ///</summary>
 ///<param name="transform">Transform to invert.</param>
 /// <param name="inverse">Inverse of the transform.</param>
 public static void Invert(ref AffineTransform transform, out AffineTransform inverse)
 {
     Matrix3x3.Invert(ref transform.LinearTransform, out inverse.LinearTransform);
     Matrix3x3.Transform(ref transform.Translation, ref inverse.LinearTransform, out inverse.Translation);
     Vector3.Negate(ref inverse.Translation, out inverse.Translation);
 }
 ///<summary>
 /// Transforms a vector by an affine transform.
 ///</summary>
 ///<param name="position">Position to transform.</param>
 ///<param name="transform">Transform to apply.</param>
 ///<param name="transformed">Transformed position.</param>
 public static void Transform(ref Vector3 position, ref AffineTransform transform, out Vector3 transformed)
 {
     Matrix3x3.Transform(ref position, ref transform.LinearTransform, out transformed);
     Vector3.Add(ref transformed, ref transform.Translation, out transformed);
 }