The Transform2D built-in Variant type is a 2×3 matrix representing a transformation in 2D space. It contains three Vector2 values: x, y, and origin. Together, they can represent translation, rotation, scale, and skew.
The x and y axes form a 2×2 matrix, known as the transform's basis. The length of each axis (Vector2.length()) influences the transform's scale, while the direction of all axes influence the rotation. Usually, both axes are perpendicular to one another. However, when you rotate one axis individually, the transform becomes skewed. Applying a skewed transform to a 2D sprite will make the sprite appear distorted.
For a general introduction, see the Matrices and transforms tutorial.
Constructs a Transform2D identical to IDENTITY.
Note: In C#, this constructs a Transform2D with all of its components set to Vector2.ZERO.
Constructs a Transform2D as a copy of the given Transform2D.
Constructs a Transform2D from a given angle (in radians) and position.
Constructs a Transform2D from a given angle (in radians), scale, skew (in radians), and position.
Constructs a Transform2D from 3 Vector2 values representing x, y, and the origin (the three matrix columns).
Returns true
if the components of both transforms are not equal.
Note: Due to floating-point precision errors, consider using is_equal_approx() instead, which is more reliable.
Transforms (multiplies) every Vector2 element of the given PackedVector2Array by this transformation matrix.
On larger arrays, this operation is much faster than transforming each Vector2 individually.
Transforms (multiplies) the Rect2 by this transformation matrix.
Transforms (multiplies) this transform by the right
transform.
This is the operation performed between parent and child CanvasItem nodes.
Note: If you need to only modify one attribute of this transform, consider using one of the following methods, instead:
For translation, see translated() or translated_local().
For rotation, see rotated() or rotated_local().
For scale, see scaled() or scaled_local().
Transforms (multiplies) the Vector2 by this transformation matrix.
Multiplies all components of the Transform2D by the given float, including the origin. This affects the transform's scale uniformly.
Multiplies all components of the Transform2D by the given int, including the origin. This affects the transform's scale uniformly.
Divides all components of the Transform2D by the given float, including the origin. This affects the transform's scale uniformly.
Divides all components of the Transform2D by the given int, including the origin. This affects the transform's scale uniformly.
Returns true
if the components of both transforms are exactly equal.
Note: Due to floating-point precision errors, consider using is_equal_approx() instead, which is more reliable.
Accesses each axis (column) of this transform by their index. Index 0
is the same as x, index 1
is the same as y, and index 2
is the same as origin.
The translation offset of this transform, and the column 2
of the matrix. In 2D space, this can be seen as the position.
The transform basis's X axis, and the column 0
of the matrix. Combined with y, this represents the transform's rotation, scale, and skew.
On the identity transform, this vector points right (Vector2.RIGHT).
The transform basis's Y axis, and the column 1
of the matrix. Combined with x, this represents the transform's rotation, scale, and skew.
On the identity transform, this vector points down (Vector2.DOWN).
Returns the inverted version of this transform. Unlike inverse(), this method works with almost any basis, including non-uniform ones, but is slower.
Note: For this method to return correctly, the transform's basis needs to have a determinant that is not exactly 0.0
(see determinant()).
Returns a copy of the v
vector, transformed (multiplied) by the transform basis's matrix. Unlike the multiplication operator (*
), this method ignores the origin.
Returns a copy of the v
vector, transformed (multiplied) by the inverse transform basis's matrix (see inverse()). This method ignores the origin.
Note: This method assumes that this transform's basis is orthonormal (see orthonormalized()). If the basis is not orthonormal, transform.affine_inverse().basis_xform(vector)
should be used instead (see affine_inverse()).
Returns the determinant of this transform basis's matrix. For advanced math, this number can be used to determine a few attributes:
If the determinant is exactly 0.0
, the basis is not invertible (see inverse()).
If the determinant is a negative number, the basis represents a negative scale.
Note: If the basis's scale is the same for every axis, its determinant is always that scale by the power of 2.
Returns this transform's translation. Equivalent to origin.
Returns this transform's rotation (in radians). This is equivalent to x's angle (see Vector2.angle()).
Returns the length of both x and y, as a Vector2. If this transform's basis is not skewed, this value is the scaling factor. It is not affected by rotation.
Note: If the value returned by determinant() is negative, the scale is also negative.
Returns this transform's skew (in radians).
Returns the result of the linear interpolation between this transform and xform
by the given weight
.
The weight
should be between 0.0
and 1.0
(inclusive). Values outside this range are allowed and can be used to perform extrapolation instead.
Returns the inverted version of this transform.
Note: For this method to return correctly, the transform's basis needs to be orthonormal (see orthonormalized()). That means the basis should only represent a rotation. If it does not, use affine_inverse() instead.
Returns true
if this transform's basis is conformal. A conformal basis is both orthogonal (the axes are perpendicular to each other) and uniform (the axes share the same length). This method can be especially useful during physics calculations.
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 rotated X-axis points towards the target
position, in global space.
Returns a copy of this transform with its basis orthonormalized. An orthonormal basis is both orthogonal (the axes are perpendicular to each other) and normalized (the axes have a length of 1.0
), which also means it can only represent a rotation.
Returns a copy of this transform rotated by the given angle
(in radians).
If angle
is positive, the transform is rotated clockwise.
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 by the given angle
(in radians).
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.