class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS Transform3D
A 3×4 matrix representing a 3D transformation.

The Transform3D built-in Variant type is a 3×4 matrix representing a transformation in 3D space. It contains a Basis, which on its own can represent rotation, scale, and shear. Additionally, combined with its own origin, the transform can also represent a translation.

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

Transform3D Transform3D<>():Transform3D

Constructs a Transform3D identical to IDENTITY.

Note: In C#, this constructs a Transform3D with its origin and the components of its basis set to Vector3.ZERO.

Transform3D Transform3D<>( Transform3D from=, from:Transform3D=, ):Transform3D

Constructs a Transform3D as a copy of the given Transform3D.

Transform3D Transform3D<>( Basis basis=, basis:Basis=, Vector3 origin=, origin:Vector3=, ):Transform3D

Constructs a Transform3D from a Basis and Vector3.

Transform3D Transform3D<>( Projection from=, from:Projection=, ):Transform3D

Constructs a Transform3D from a Projection. Because Transform3D is a 3×4 matrix and Projection is a 4×4 matrix, this operation trims the last row of the projection matrix (from.x.w, from.y.w, from.z.w, and from.w.w are not included in the new transform).

Transform3D Transform3D<>( Vector3 x_axis=, x_axis:Vector3=, Vector3 y_axis=, y_axis:Vector3=, Vector3 z_axis=, z_axis:Vector3=, Vector3 origin=, origin:Vector3=, ):Transform3D

Constructs a Transform3D from four Vector3 values (also called matrix columns).

The first three arguments are the basis's axes (Basis.x, Basis.y, and Basis.z).

bool operator !=<>( Transform3D right=, right:Transform3D=, ):bool

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.

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

Transforms (multiplies) the AABB by this transformation matrix.

PackedVector3Array operator *<>( PackedVector3Array right=, right:PackedVector3Array=, ):PackedVector3Array

Transforms (multiplies) every Vector3 element of the given PackedVector3Array by this transformation matrix.

On larger arrays, this operation is much faster than transforming each Vector3 individually.

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

Transforms (multiplies) the Plane by this transformation matrix.

Transform3D operator *<>( Transform3D right=, right:Transform3D=, ):Transform3D

Transforms (multiplies) this transform by the right transform.

This is the operation performed between parent and child Node3Ds.

Note: If you need to only modify one attribute of this transform, consider using one of the following methods, instead:

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

Transforms (multiplies) the Vector3 by this transformation matrix.

Transform3D operator *<>( float right=, right:float=, ):Transform3D

Multiplies all components of the Transform3D by the given float, including the origin. This affects the transform's scale uniformly, scaling the basis.

Transform3D operator *<>( int right=, right:int=, ):Transform3D

Multiplies all components of the Transform3D by the given int, including the origin. This affects the transform's scale uniformly, scaling the basis.

Transform3D operator /<>( float right=, right:float=, ):Transform3D

Divides all components of the Transform3D by the given float, including the origin. This affects the transform's scale uniformly, scaling the basis.

Transform3D operator /<>( int right=, right:int=, ):Transform3D

Divides all components of the Transform3D by the given int, including the origin. This affects the transform's scale uniformly, scaling the basis.

bool operator ==<>( Transform3D right=, right:Transform3D=, ):bool

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.

Basis basis<>():Basis

The Basis of this transform. It is composed by 3 axes (Basis.x, Basis.y, and Basis.z). Together, these represent the transform's rotation, scale, and shear.

Vector3 origin<>():Vector3

The translation offset of this transform. In 3D space, this can be seen as the position.

Transform3D affine_inverse<>():Transform3D

Returns the inverted version of this transform. Unlike inverse(), this method works with almost any basis, including non-uniform ones, but is slower. See also Basis.inverse().

Note: For this method to return correctly, the transform's basis needs to have a determinant that is not exactly 0.0 (see Basis.determinant()).

Transform3D interpolate_with<>( Transform3D xform=, xform:Transform3D=, float weight=, weight:float=, ):Transform3D

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.

Transform3D inverse<>():Transform3D

Returns the inverted version of this transform. See also Basis.inverse().

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.

bool is_equal_approx<>( Transform3D xform=, xform:Transform3D=, ):bool

Returns true if this transform and xform are approximately equal, by running @GlobalScope.is_equal_approx() on each component.

bool is_finite<>():bool

Returns true if this transform is finite, by calling @GlobalScope.is_finite() on each component.

Transform3D looking_at<>( =, :=, =, :=, =, :=, ):Transform3D

Returns a copy of this transform rotated so 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<>():Transform3D

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. See also Basis.orthonormalized().

Transform3D rotated<>( Vector3 axis=, axis:Vector3=, float angle=, angle:float=, ):Transform3D

Returns a copy of this transform rotated around the given axis by the given angle (in radians).

The axis must be a normalized vector (see Vector3.normalized()). If angle is positive, the basis is rotated counter-clockwise around the axis.

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=, axis:Vector3=, float angle=, angle:float=, ):Transform3D

Returns a copy of this transform rotated around the given axis by the given angle (in radians).

The axis must be a normalized vector in the transform's local coordinate system. For example, to rotate around the local X-axis, use Vector3.RIGHT.

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=, scale:Vector3=, ):Transform3D

Returns a copy of this 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=, scale:Vector3=, ):Transform3D

Returns a copy of this 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=, offset:Vector3=, ):Transform3D

Returns a copy of this 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=, offset:Vector3=, ):Transform3D

Returns a copy of this 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.




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