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A 3×3 matrix for representing 3D rotation and scale.
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.
There are notable differences when using this API with C#. See C# API differences to GDScript for more information.
Basis ( )
determinant ( ) const
get_rotation_quaternion ( ) const
get_scale ( ) const
inverse ( ) const
is_conformal ( ) const
is_finite ( ) const
orthonormalized ( ) const
transposed ( ) const
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#.
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.
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.
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.
Vector3 x =
Vector3(1, 0, 0)
The basis matrix's X vector (column 0). Equivalent to array index
Vector3 y =
Vector3(0, 1, 0)
The basis matrix's Y vector (column 1). Equivalent to array index
Vector3 z =
Vector3(0, 0, 1)
The basis matrix's Z vector (column 2). Equivalent to array index
Basis Basis ( )
Constructs a default-initialized Basis set to IDENTITY.
Constructs a Basis as a copy of the given Basis.
Constructs a pure rotation basis matrix, rotated around the given
angle (in radians). The axis must be a normalized vector.
Constructs a pure rotation basis matrix from the given quaternion.