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Basis¶
A 3×3 matrix for representing 3D rotation and scale.
Description¶
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 more information, read the "Matrices and transforms" documentation article.
注釈
There are notable differences when using this API with C#. See C# API differences to GDScript for more information.
Tutorials¶
Properties¶
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Constructors¶
Basis ( ) |
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Basis ( Quaternion from ) |
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Methods¶
determinant ( ) const |
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from_euler ( Vector3 euler, int order=2 ) static |
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from_scale ( Vector3 scale ) static |
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get_rotation_quaternion ( ) const |
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get_scale ( ) const |
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inverse ( ) const |
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is_conformal ( ) const |
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is_equal_approx ( Basis b ) const |
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is_finite ( ) const |
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looking_at ( Vector3 target, Vector3 up=Vector3(0, 1, 0), bool use_model_front=false ) static |
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orthonormalized ( ) const |
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transposed ( ) const |
Operators¶
operator != ( Basis right ) |
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operator * ( Basis 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 == ( Basis right ) |
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operator [] ( int index ) |
Constants¶
IDENTITY = Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)
The identity basis, with no rotation or scaling applied.
This is identical to creating Basis without any parameters. This constant can be used to make your code clearer, and for consistency with C#.
FLIP_X = Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1)
The basis that will flip something along the X axis when used in a transformation.
FLIP_Y = Basis(1, 0, 0, 0, -1, 0, 0, 0, 1)
The basis that will flip something along the Y axis when used in a transformation.
FLIP_Z = Basis(1, 0, 0, 0, 1, 0, 0, 0, -1)
The basis that will flip something along the Z axis when used in a transformation.
Property Descriptions¶
Vector3 x = Vector3(1, 0, 0)
The basis matrix's X vector (column 0). Equivalent to array index 0
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Vector3 y = Vector3(0, 1, 0)
The basis matrix's Y vector (column 1). Equivalent to array index 1
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Vector3 z = Vector3(0, 0, 1)
The basis matrix's Z vector (column 2). Equivalent to array index 2
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Constructor Descriptions¶
Basis Basis ( )
Constructs a default-initialized Basis set to IDENTITY.
Constructs a Basis as a copy of the given Basis.
Basis Basis ( Vector3 axis, float angle )
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 )
Constructs a pure rotation basis matrix from the given quaternion.