Welcome to the Godot Reference Fork and the Godot Proposals Fork alternatives. Why?

# Transform

0 0 vote
Article Rating

3D transformation (3×4 matrix).

## Description

Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a Basis and an origin. It is similar to a 3×4 matrix.

## Properties

 Basis Basis `Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )` Vector3 origin `Vector3( 0, 0, 0 )`

## Methods

 Transform Transform ( Vector3 x_axis, Vector3 y_axis, Vector3 z_axis, Vector3 origin ) Transform Transform ( Basis basis, Vector3 origin ) Transform Transform ( Transform2D from ) Transform Transform ( Quat from ) Transform Transform ( Basis from ) Transform affine_inverse ( ) Transform interpolate_with ( Transform transform, float weight ) Transform inverse ( ) bool is_equal_approx ( Transform transform ) Transform looking_at ( Vector3 target, Vector3 up ) Transform orthonormalized ( ) Transform rotated ( Vector3 axis, float phi ) Transform scaled ( Vector3 scale ) Transform translated ( Vector3 offset ) Variant xform ( Variant v ) Variant xform_inv ( Variant v )

## Constants

• IDENTITY = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )`Transform` with no translation, rotation or scaling applied. When applied to other data structures, IDENTITY performs no transformation.
• FLIP_X = Transform( -1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )`Transform` with mirroring applied perpendicular to the YZ plane.
• FLIP_Y = Transform( 1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0 )`Transform` with mirroring applied perpendicular to the XZ plane.
• FLIP_Z = Transform( 1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0 )`Transform` with mirroring applied perpendicular to the XY plane.

## Property Descriptions

 Default `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.

 Default `Vector3( 0, 0, 0 )`

The translation offset of the transform.

## Method Descriptions

Constructs the Transform from four Vector3. Each axis corresponds to local basis vectors (some of which may be scaled).

Constructs the Transform from a Basis and Vector3.

Constructs the Transform from a Transform2D.

Constructs the Transform from a Quat. The origin will be Vector3(0, 0, 0).

Constructs the Transform from a Basis. The origin will be Vector3(0, 0, 0).

Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.

Interpolates the transform to other Transform by weight amount (0-1).

Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use affine_inverse for transforms with scaling).

Returns `true` if this transform and `transform` are approximately equal, by calling `is_equal_approx` on each component.

Returns a copy of the transform rotated such that its -Z axis points towards the `target` position.

The transform will first be rotated around the given `up` vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the `target` and `up` vectors.

Operations take place in global space.

Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors.

Rotates the transform around the given axis by the given angle (in radians), using matrix multiplication. The axis must be a normalized vector.

Scales the transform by the given scale factor, using matrix multiplication.

Translates the transform by the given offset, relative to the transform’s basis vectors.

Unlike rotated and scaled, this does not use matrix multiplication.

Transforms the given Vector3, Plane, AABB, or PoolVector3Array by this transform.

Inverse-transforms the given Vector3, Plane, AABB, or PoolVector3Array by this transform.

Doc ID missing

Disclaimer: This page has been automaticaly and directly extracted from the official Godot Docs website, the 1970-01-01 at 00:00:00. It’s the English Stable version because it’s what most Godot users should use. The Copyright owners are Juan Linietsky, Ariel Manzur and the Godot community. CC-BY 3.0. Thanks for your patience and generosity.

Subscribe
Notify of