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Transform3D¶
A 3×4 matrix representing a 3D transformation.
Description¶
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.
참고
There are notable differences when using this API with C#. See C#과 GDScript의 API 차이점 for more information.
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 ( Projection from ) |
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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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is_finite ( ) const |
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looking_at ( Vector3 target, Vector3 up=Vector3(0, 1, 0), bool use_model_front=false ) const |
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orthonormalized ( ) const |
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rotated_local ( Vector3 axis, float angle ) const |
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scaled_local ( Vector3 scale ) const |
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translated ( Vector3 offset ) const |
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translated_local ( Vector3 offset ) const |
Operators¶
operator != ( Transform3D right ) |
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operator * ( AABB right ) |
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operator * ( PackedVector3Array right ) |
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operator * ( Plane 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 == ( 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 = 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 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 ( Projection from )
Constructs a Transform3D from a Projection by trimming the last row of the projection matrix (from.x.w
, from.y.w
, from.z.w
, and from.w.w
are not copied over).
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 basis is invertible (must have non-zero determinant).
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 basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not). Use affine_inverse for non-orthonormal transforms (e.g. with scaling).
bool is_equal_approx ( Transform3D xform ) const
Returns true
if this transform and xform
are approximately equal, by running @GlobalScope.is_equal_approx on each component.
bool is_finite ( ) const
Returns true
if this transform is finite, by calling @GlobalScope.is_finite on each component.
Transform3D looking_at ( Vector3 target, Vector3 up=Vector3(0, 1, 0), bool use_model_front=false ) 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.
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 ( ) const
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
Transform3D rotated ( Vector3 axis, float angle ) const
Returns a copy of the transform rotated around the given axis
by the given angle
(in radians).
The axis
must be a normalized vector.
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.