Transform3D¶
3D transformation (3×4 matrix).
Description¶
3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, or 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.
Tutorials¶
Properties¶
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Constructors¶
Transform3D ( ) |
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Transform3D ( Transform3D from ) |
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Transform3D ( Basis basis, Vector3 origin ) |
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Transform3D ( Vector3 x_axis, Vector3 y_axis, Vector3 z_axis, Vector3 origin ) |
Methods¶
affine_inverse ( ) const |
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interpolate_with ( Transform3D xform, float weight ) const |
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inverse ( ) const |
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is_equal_approx ( Transform3D xform ) const |
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looking_at ( Vector3 target, Vector3 up=Vector3(0, 1, 0) ) const |
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orthonormalized ( ) const |
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sphere_interpolate_with ( Transform3D xform, float weight ) const |
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translated ( Vector3 offset ) const |
Operators¶
operator != ( ) |
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operator != ( Transform3D right ) |
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operator * ( AABB right ) |
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operator * ( PackedVector3Array right ) |
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operator * ( Transform3D right ) |
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operator * ( Vector3 right ) |
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operator * ( float right ) |
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operator * ( int right ) |
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operator == ( ) |
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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
Default |
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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
Default |
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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 ( 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 transformation is composed of rotation, scaling and translation.
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 is composed of rotation and translation (no scaling, use affine_inverse for transforms with scaling).
bool is_equal_approx ( Transform3D xform ) const
Returns true
if this transform and transform
are approximately equal, by calling is_equal_approx
on each component.
Transform3D looking_at ( Vector3 target, Vector3 up=Vector3(0, 1, 0) ) 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.
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 phi ) const
Rotates the transform around the given axis by the given angle (in radians), using matrix multiplication. The axis must be a normalized vector.
Transform3D scaled ( Vector3 scale ) const
Scales basis and origin of the transform by the given scale factor, using matrix multiplication.
Transform3D sphere_interpolate_with ( Transform3D xform, float weight ) const
Returns a transform spherically interpolated between this transform and another by a given weight
(on the range of 0.0 to 1.0).
Transform3D translated ( Vector3 offset ) const
Translates the transform by the given offset, relative to the transform's basis vectors.
Unlike rotated and scaled, this does not use matrix multiplication.
Operator Descriptions¶
bool operator != ( )
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.
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.
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).
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 == ( )
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.