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 a general introduction, see the Matrices and transforms tutorial.
Constructs a default-initialized Transform3D set to IDENTITY.
Constructs a Transform3D as a copy of the given Transform3D.
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).
Constructs a Transform3D from four Vector3 values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled).
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.
Transforms (multiplies) the AABB by the given Transform3D matrix.
Transforms (multiplies) each element of the Vector3 array by the given Transform3D matrix.
Transforms (multiplies) the Plane by the given Transform3D transformation matrix.
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).
Transforms (multiplies) the Vector3 by the given Transform3D matrix.
This operator multiplies all components of the Transform3D, including the origin vector, which scales it uniformly.
This operator multiplies all components of the Transform3D, including the origin vector, which scales it uniformly.
This operator divides all components of the Transform3D, including the origin vector, which inversely scales it uniformly.
This operator divides all components of the Transform3D, including the origin vector, which inversely scales it uniformly.
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.
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.
The translation offset of the transform (column 3, the fourth column). Equivalent to array index 3
.
Returns the inverse of the transform, under the assumption that the basis is invertible (must have non-zero determinant).
Returns a transform interpolated between this transform and another by a given weight
(on the range of 0.0 to 1.0).
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).
Returns true
if this transform and xform
are approximately equal, by running @GlobalScope.is_equal_approx on each component.
Returns true
if this transform is finite, by calling @GlobalScope.is_finite on each component.
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).
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
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.
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.
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.
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.
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.
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.