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A 3×3 matrix for representing 3D rotation and scale.

A 3×3 matrix used for representing 3D rotation and scale. Usually used as an orthogonal basis for a Transform3D.

Contains 3 vector fields X, Y and Z as its columns, which are typically interpreted as the local basis vectors of a transformation. For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S).

Basis can also be accessed as an array of 3D vectors. These vectors are usually orthogonal to each other, but are not necessarily normalized (due to scaling).

For a general introduction, see the Matrices and transforms tutorial.

Basis Basis<>():Basis

Constructs a default-initialized Basis set to IDENTITY.

Basis Basis<>( Basis from=, from:Basis=, ):Basis

Constructs a Basis as a copy of the given Basis.

Basis Basis<>( Vector3 axis=, axis:Vector3=, float angle=, angle:float=, ):Basis

Constructs a pure rotation basis matrix, rotated around the given axis by angle (in radians). The axis must be a normalized vector.

Basis Basis<>( Quaternion from=, from:Quaternion=, ):Basis

Constructs a pure rotation basis matrix from the given quaternion.

Basis Basis<>( Vector3 x_axis=, x_axis:Vector3=, Vector3 y_axis=, y_axis:Vector3=, Vector3 z_axis=, z_axis:Vector3=, ):Basis

Constructs a basis matrix from 3 axis vectors (matrix columns).

bool operator !=<>( Basis right=, right:Basis=, ):bool

Returns true if the Basis matrices are not equal.

Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.

Basis operator *<>( Basis right=, right:Basis=, ):Basis

Composes these two basis matrices by multiplying them together. This has the effect of transforming the second basis (the child) by the first basis (the parent).

Vector3 operator *<>( Vector3 right=, right:Vector3=, ):Vector3

Transforms (multiplies) the Vector3 by the given Basis matrix.

Basis operator *<>( float right=, right:float=, ):Basis

This operator multiplies all components of the Basis, which scales it uniformly.

Basis operator *<>( int right=, right:int=, ):Basis

This operator multiplies all components of the Basis, which scales it uniformly.

Basis operator /<>( float right=, right:float=, ):Basis

This operator divides all components of the Basis, which inversely scales it uniformly.

Basis operator /<>( int right=, right:int=, ):Basis

This operator divides all components of the Basis, which inversely scales it uniformly.

bool operator ==<>( Basis right=, right:Basis=, ):bool

Returns true if the Basis matrices are exactly equal.

Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.

Vector3 operator []<>( int index=, index:int=, ):Vector3

Access basis components using their index. b[0] is equivalent to b.x, b[1] is equivalent to b.y, and b[2] is equivalent to b.z.

Vector3 x<>():Vector3

The basis matrix's X vector (column 0). Equivalent to array index 0.

Vector3 y<>():Vector3

The basis matrix's Y vector (column 1). Equivalent to array index 1.

Vector3 z<>():Vector3

The basis matrix's Z vector (column 2). Equivalent to array index 2.

float determinant<>():float

Returns the determinant of the basis matrix. If the basis is uniformly scaled, its determinant is the square of the scale.

A negative determinant means the basis has a negative scale. A zero determinant means the basis isn't invertible, and is usually considered invalid.

Basis from_euler<>( Vector3 euler=, euler:Vector3=, int order=2, order:int=2, ):Basis

Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common). See the EulerOrder enum for possible values.

# Creates a Basis whose z axis points down. var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0)) print(my_basis.z) # Prints (0, -1, 0).
Basis from_scale<>( Vector3 scale=, scale:Vector3=, ):Basis

Constructs a pure scale basis matrix with no rotation or shearing. The scale values are set as the diagonal of the matrix, and the other parts of the matrix are zero.

var my_basis = Basis.from_scale(Vector3(2, 4, 8)) print(my_basis.x) # Prints (2, 0, 0). print(my_basis.y) # Prints (0, 4, 0). print(my_basis.z) # Prints (0, 0, 8).
Vector3 get_euler<>( int order=2, order:int=2, ):Vector3

Returns the basis's rotation in the form of Euler angles. The Euler order depends on the order parameter, by default it uses the YXZ convention: when decomposing, first Z, then X, and Y last. The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).

Consider using the get_rotation_quaternion method instead, which returns a Quaternion quaternion instead of Euler angles.

Quaternion get_rotation_quaternion<>():Quaternion

Returns the basis's rotation in the form of a quaternion. See get_euler if you need Euler angles, but keep in mind quaternions should generally be preferred to Euler angles.

Vector3 get_scale<>():Vector3

Assuming that the matrix is the combination of a rotation and scaling, return the absolute value of scaling factors along each axis.

var my_basis = Basis( Vector3(2, 0, 0), Vector3(0, 4, 0), Vector3(0, 0, 8) ) # Rotating the Basis in any way preserves its scale. my_basis = my_basis.rotated(Vector3.UP, TAU / 2) my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4) print(my_basis.get_scale()) # Prints (2, 4, 8).
Basis inverse<>():Basis

Returns the inverse of the matrix.

bool is_conformal<>():bool

Returns true if the basis is conformal, meaning it preserves angles and distance ratios, and may only be composed of rotation and uniform scale. Returns false if the basis has non-uniform scale or shear/skew. This can be used to validate if the basis is non-distorted, which is important for physics and other use cases.

bool is_equal_approx<>( Basis b=, b:Basis=, ):bool

Returns true if this basis and b are approximately equal, by calling @GlobalScope.is_equal_approx on all vector components.

bool is_finite<>():bool

Returns true if this basis is finite, by calling @GlobalScope.is_finite on all vector components.

Basis looking_at<>( Vector3 target=, target:Vector3=, Vector3=, Vector3:=, 1=, 1:=, 0 )=, ):0=, bool use_model_front=false, use_model_front:bool=false, ):Basis

Creates a Basis with a rotation 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 Basis is orthonormalized. The target and up vectors cannot be zero, and cannot be parallel to each other.

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).

Basis orthonormalized<>():Basis

Returns the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error for orthogonal matrices). This performs a Gram-Schmidt orthonormalization on the basis of the matrix.

# Rotate this Node3D every frame. func _process(delta): basis = basis.rotated(Vector3.UP, TAU * delta) basis = basis.rotated(Vector3.RIGHT, TAU * delta) basis = basis.orthonormalized()
Basis rotated<>( Vector3 axis=, axis:Vector3=, float angle=, angle:float=, ):Basis

Introduce an additional rotation around the given axis by angle (in radians). The axis must be a normalized vector.

var my_basis = Basis.IDENTITY var angle = TAU / 2 my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up axis (yaw). my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right axis (pitch). my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back axis (roll).
Basis scaled<>( Vector3 scale=, scale:Vector3=, ):Basis

Introduce an additional scaling specified by the given 3D scaling factor.

var my_basis = Basis( Vector3(1, 1, 1), Vector3(2, 2, 2), Vector3(3, 3, 3) ) my_basis = my_basis.scaled(Vector3(0, 2, -2)) print(my_basis.x) # Prints (0, 2, -2). print(my_basis.y) # Prints (0, 4, -4). print(my_basis.z) # Prints (0, 6, -6).
Basis slerp<>( Basis to=, to:Basis=, float weight=, weight:float=, ):Basis

Assuming that the matrix is a proper rotation matrix, slerp performs a spherical-linear interpolation with another rotation matrix.

float tdotx<>( Vector3 with=, with:Vector3=, ):float

Transposed dot product with the X axis of the matrix.

float tdoty<>( Vector3 with=, with:Vector3=, ):float

Transposed dot product with the Y axis of the matrix.

float tdotz<>( Vector3 with=, with:Vector3=, ):float

Transposed dot product with the Z axis of the matrix.

Basis transposed<>():Basis

Returns the transposed version of the matrix.

var my_basis = Basis( Vector3(1, 2, 3), Vector3(4, 5, 6), Vector3(7, 8, 9) ) my_basis = my_basis.transposed() print(my_basis.x) # Prints (1, 4, 7). print(my_basis.y) # Prints (2, 5, 8). print(my_basis.z) # Prints (3, 6, 9).



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