Category: Built-In Types
3D Transformation.
Transform | Transform ( Vector3 x_axis, Vector3 y_axis, Vector3 z_axis, Vector3 origin ) |
Transform | Transform ( Matrix3 basis, Vector3 origin ) |
Transform | Transform ( Matrix32 from ) |
Transform | Transform ( Quat from ) |
Transform | Transform ( Matrix3 from ) |
Transform | affine_inverse ( ) |
Transform | inverse ( ) |
Transform | looking_at ( Vector3 target, Vector3 up ) |
Transform | orthonormalized ( ) |
Transform | rotated ( Vector3 axis, float phi ) |
Transform | scaled ( Vector3 scale ) |
Transform | translated ( Vector3 ofs ) |
var | xform ( var v ) |
var | xform_inv ( var v ) |
Transform is used to store transformations, including translations. It consists of a Matrix3 “basis” and Vector3 “origin”. Transform is used to represent transformations of any object in space. It is similar to a 4x3 matrix.
Construct the Transform from four Vector3. Each axis creates the basis.
Construct the Transform from a Matrix3 and Vector3.
Construct the Transform from a Matrix32.
Construct the Transform from a Quat. The origin will be Vector3(0, 0, 0)
Construct the Transform from a Matrix3. The origin will be Vector3(0, 0, 0)
Returns the inverse of the transfrom, even if the transform has scale or the axis vectors are not orthogonal.
Returns the inverse of the transform.
Rotate the transform around the up vector to face the target.
Returns a transfrom with the basis orthogonal (90 degrees), and normalized axis vectors.
Rotate the transform locally.
Scale the transform locally.
Translate the transform locally.
Transforms vector “v” by this transform.
Inverse-transforms vector “v” by this transform.
© 2014–2017 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/2.1/classes/class_transform.html