Transform3D
A 3×4 matrix representing a 3D transformation.
Description
A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, and 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.
Note
There are notable differences when using this API with C#. See C# API differences to GDScript for more information.
Tutorials
Properties
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Constructors
Transform3D ( ) | |
Transform3D ( Transform3D from ) | |
Transform3D ( Basis basis, Vector3 origin ) | |
Transform3D ( Projection from ) | |
Transform3D ( Vector3 x_axis, Vector3 y_axis, Vector3 z_axis, Vector3 origin ) |
Methods
affine_inverse ( ) const | |
interpolate_with ( Transform3D xform, float weight ) const | |
inverse ( ) const | |
is_equal_approx ( Transform3D xform ) const | |
is_finite ( ) const | |
looking_at ( Vector3 target, Vector3 up=Vector3(0, 1, 0), bool use_model_front=false ) const | |
orthonormalized ( ) const | |
rotated_local ( Vector3 axis, float angle ) const | |
scaled_local ( Vector3 scale ) const | |
translated ( Vector3 offset ) const | |
translated_local ( Vector3 offset ) const |
Operators
operator != ( Transform3D right ) | |
operator ( PackedVector3Array right ) | |
operator ( Transform3D right ) | |
operator * ( int right ) | |
operator == ( Transform3D right ) |
Constants
IDENTITY = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
Transform3D with no translation, rotation or scaling applied. When applied to other data structures, IDENTITY performs no transformation.
FLIP_X = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the YZ plane.
FLIP_Y = Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the XZ plane.
FLIP_Z = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the XY plane.
Property Descriptions
Basis basis = 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.
Vector3 origin = Vector3(0, 0, 0)
The translation offset of the transform (column 3, the fourth column). Equivalent to array index 3
.
Constructor Descriptions
Transform3D Transform3D ( )
Constructs a default-initialized Transform3D set to IDENTITY.
Transform3D Transform3D ( Transform3D from )
Constructs a Transform3D as a copy of the given Transform3D.
Transform3D Transform3D ( Basis basis, Vector3 origin )
Constructs a Transform3D from a Basis and Vector3.
Transform3D Transform3D ( Projection from )
Constructs a Transform3D from a Projection by trimming the last row of the projection matrix (from.x.w
, from.y.w
, from.z.w
, and from.w.w
are not copied over).
Transform3D Transform3D ( Vector3 x_axis, Vector3 y_axis, Vector3 z_axis, Vector3 origin )
Constructs a Transform3D from four Vector3 values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled).
Method Descriptions
Transform3D affine_inverse ( ) const
Returns the inverse of the transform, under the assumption that the basis is invertible (must have non-zero determinant).
Transform3D interpolate_with ( Transform3D xform, float weight ) const
Returns a transform interpolated between this transform and another by a given weight
(on the range of 0.0 to 1.0).
Transform3D inverse ( ) const
Returns the inverse of the transform, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not). Use affine_inverse for non-orthonormal transforms (e.g. with scaling).
bool is_equal_approx ( Transform3D xform ) const
Returns true
if this transform and xform
are approximately equal, by running @GlobalScope.is_equal_approx on each component.
bool is_finite ( ) const
Returns true
if this transform is finite, by calling @GlobalScope.is_finite on each component.
Transform3D looking_at ( Vector3 target, Vector3 up=Vector3(0, 1, 0), bool use_model_front=false ) const
Returns a copy of the transform rotated such that the forward axis (-Z) points towards the target
position.
The up axis (+Y) points as close to the up
vector as possible while staying perpendicular to the forward axis. The resulting transform is orthonormalized. The existing rotation, scale, and skew information from the original transform is discarded. The target
and up
vectors cannot be zero, cannot be parallel to each other, and are defined in global/parent space.
If use_model_front
is true
, the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the target
position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right).
Transform3D orthonormalized ( ) const
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
Transform3D rotated ( Vector3 axis, float angle ) const
Returns a copy of the transform rotated around the given axis
by the given angle
(in radians).
The axis
must be a normalized vector.
This method is an optimized version of multiplying the given transform X
with a corresponding rotation transform R
from the left, i.e., R * X
.
This can be seen as transforming with respect to the global/parent frame.
Transform3D rotated_local ( Vector3 axis, float angle ) const
Returns a copy of the transform rotated around the given axis
by the given angle
(in radians).
The axis
must be a normalized vector.
This method is an optimized version of multiplying the given transform X
with a corresponding rotation transform R
from the right, i.e., X * R
.
This can be seen as transforming with respect to the local frame.
Transform3D scaled ( Vector3 scale ) const
Returns a copy of the transform scaled by the given scale
factor.
This method is an optimized version of multiplying the given transform X
with a corresponding scaling transform S
from the left, i.e., S * X
.
This can be seen as transforming with respect to the global/parent frame.
Transform3D scaled_local ( Vector3 scale ) const
Returns a copy of the transform scaled by the given scale
factor.
This method is an optimized version of multiplying the given transform X
with a corresponding scaling transform S
from the right, i.e., X * S
.
This can be seen as transforming with respect to the local frame.
Transform3D translated ( Vector3 offset ) const
Returns a copy of the transform translated by the given offset
.
This method is an optimized version of multiplying the given transform X
with a corresponding translation transform T
from the left, i.e., T * X
.
This can be seen as transforming with respect to the global/parent frame.
Transform3D translated_local ( Vector3 offset ) const
Returns a copy of the transform translated by the given offset
.
This method is an optimized version of multiplying the given transform X
with a corresponding translation transform T
from the right, i.e., X * T
.
This can be seen as transforming with respect to the local frame.
Operator Descriptions
bool operator != ( Transform3D right )
Returns true
if the transforms are not equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
AABB operator * ( AABB right )
Transforms (multiplies) the AABB by the given Transform3D matrix.
PackedVector3Array operator * ( PackedVector3Array right )
Transforms (multiplies) each element of the Vector3 array by the given Transform3D matrix.
Plane operator * ( Plane right )
Transforms (multiplies) the Plane by the given Transform3D transformation matrix.
Transform3D operator * ( Transform3D right )
Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent).
Vector3 operator * ( Vector3 right )
Transforms (multiplies) the Vector3 by the given Transform3D matrix.
Transform3D operator * ( float right )
This operator multiplies all components of the Transform3D, including the origin vector, which scales it uniformly.
Transform3D operator * ( int right )
This operator multiplies all components of the Transform3D, including the origin vector, which scales it uniformly.
bool operator == ( Transform3D right )
Returns true
if the transforms are exactly equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
.
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