Up to date

This page is up to date for Godot 4.2. If you still find outdated information, please open an issue.

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.

Примітка

There are notable differences when using this API with C#. See Відмінності API C# в GDScript for more information.

Tutorials

Properties

Vector3

x

Vector3(1, 0, 0)

Vector3

y

Vector3(0, 1, 0)

Vector3

z

Vector3(0, 0, 1)

Constructors

Basis

Basis ( )

Basis

Basis ( Basis from )

Basis

Basis ( Vector3 axis, float angle )

Basis

Basis ( Quaternion from )

Basis

Basis ( Vector3 x_axis, Vector3 y_axis, Vector3 z_axis )

Methods

float

determinant ( ) const

Basis

from_euler ( Vector3 euler, int order=2 ) static

Basis

from_scale ( Vector3 scale ) static

Vector3

get_euler ( int order=2 ) const

Quaternion

get_rotation_quaternion ( ) const

Vector3

get_scale ( ) const

Basis

inverse ( ) const

bool

is_conformal ( ) const

bool

is_equal_approx ( Basis b ) const

bool

is_finite ( ) const

Basis

looking_at ( Vector3 target, Vector3 up=Vector3(0, 1, 0), bool use_model_front=false ) static

Basis

orthonormalized ( ) const

Basis

rotated ( Vector3 axis, float angle ) const

Basis

scaled ( Vector3 scale ) const

Basis

slerp ( Basis to, float weight )