3D transformation (3×4 matrix).
3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a basis (first 3 columns) and a Vector3 for the origin (last column).
For more information, read the "Matrices and transforms" documentation article.
Basis | basis | Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 ) |
Vector3 | origin | Vector3( 0, 0, 0 ) |
Transform | Transform ( Vector3 x_axis, Vector3 y_axis, Vector3 z_axis, Vector3 origin ) |
Transform | Transform ( Basis basis, Vector3 origin ) |
Transform | Transform ( Transform2D from ) |
Transform | Transform ( Quat from ) |
Transform | Transform ( Basis from ) |
Transform | affine_inverse ( ) |
Transform | interpolate_with ( Transform transform, float weight ) |
Transform | inverse ( ) |
bool | is_equal_approx ( Transform transform ) |
Transform | looking_at ( Vector3 target, Vector3 up ) |
Transform | orthonormalized ( ) |
Transform | rotated ( Vector3 axis, float phi ) |
Transform | scaled ( Vector3 scale ) |
Transform | translated ( Vector3 offset ) |
Variant | xform ( Variant v ) |
Variant | xform_inv ( Variant v ) |
Transform
with no translation, rotation or scaling applied. When applied to other data structures, IDENTITY performs no transformation.Transform
with mirroring applied perpendicular to the YZ plane.Transform
with mirroring applied perpendicular to the XZ plane.Transform
with mirroring applied perpendicular to the XY plane.Default | Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 ) |
The basis is a matrix containing 3 Vector3 as its columns: X axis, Y axis, and Z axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object.
Default | Vector3( 0, 0, 0 ) |
The translation offset of the transform (column 3, the fourth column). Equivalent to array index 3
.
Constructs a Transform from four Vector3 values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled).
Constructs a Transform from a Basis and Vector3.
Constructs a Transform from a Transform2D.
Constructs a Transform from a Quat. The origin will be Vector3(0, 0, 0)
.
Constructs the Transform from a Basis. The origin will be Vector3(0, 0, 0).
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
Interpolates the transform to other Transform by weight amount (on the range of 0.0 to 1.0).
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use affine_inverse for transforms with scaling).
Returns true
if this transform and transform
are approximately equal, by calling is_equal_approx
on each component.
Returns a copy of the transform rotated such that its -Z axis points towards the target
position.
The transform will first be rotated around the given up
vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the target
and up
vectors.
Operations take place in global space.
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors.
Rotates the transform around the given axis by the given angle (in radians), using matrix multiplication. The axis must be a normalized vector.
Scales basis and origin of the transform by the given scale factor, using matrix multiplication.
Translates the transform by the given offset, relative to the transform's basis vectors.
Unlike rotated and scaled, this does not use matrix multiplication.
Transforms the given Vector3, Plane, AABB, or PoolVector3Array by this transform.
Inverse-transforms the given Vector3, Plane, AABB, or PoolVector3Array by this transform.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_transform.html