Up to date
This page is up to date for Godot
If you still find outdated information, please open an issue.
A 3×4 matrix representing a 3D transformation.
A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, and 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.
There are notable differences when using this API with C#. See C# API differences to GDScript for more information.
Transform3D ( )
affine_inverse ( ) const
inverse ( ) const
is_finite ( ) const
orthonormalized ( ) const
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.
Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the YZ plane.
Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the XZ plane.
Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the XY plane.
Basis basis =
Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)
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 =
Vector3(0, 0, 0)
The translation offset of the transform (column 3, the fourth column). Equivalent to array index
Transform3D Transform3D ( )
Constructs a default-initialized Transform3D set to IDENTITY.
Constructs a Transform3D as a copy of the given Transform3D.
Constructs a Transform3D from a Projection by trimming the last row of the projection matrix (
from.w.w are not copied over).
Constructs a Transform3D from four Vector3 values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled).