-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
/
Copy pathTransform3D.xml
301 lines (301 loc) · 17.2 KB
/
Transform3D.xml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Transform3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 3×4 matrix representing a 3D transformation.
</brief_description>
<description>
The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a transformation in 3D space. It contains a [Basis], which on its own can represent rotation, scale, and shear. Additionally, combined with its own [member origin], the transform can also represent a translation.
For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial.
[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial.
</description>
<tutorials>
<link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
<link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.html</link>
<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html</link>
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/2787</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/2748</link>
<link title="2.5D Game Demo">https://godotengine.org/asset-library/asset/2783</link>
</tutorials>
<constructors>
<constructor name="Transform3D">
<return type="Transform3D" />
<description>
Constructs a [Transform3D] identical to [constant IDENTITY].
[b]Note:[/b] In C#, this constructs a [Transform3D] with its [member origin] and the components of its [member basis] set to [constant Vector3.ZERO].
</description>
</constructor>
<constructor name="Transform3D">
<return type="Transform3D" />
<param index="0" name="from" type="Transform3D" />
<description>
Constructs a [Transform3D] as a copy of the given [Transform3D].
</description>
</constructor>
<constructor name="Transform3D">
<return type="Transform3D" />
<param index="0" name="basis" type="Basis" />
<param index="1" name="origin" type="Vector3" />
<description>
Constructs a [Transform3D] from a [Basis] and [Vector3].
</description>
</constructor>
<constructor name="Transform3D">
<return type="Transform3D" />
<param index="0" name="from" type="Projection" />
<description>
Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a 3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new transform).
</description>
</constructor>
<constructor name="Transform3D">
<return type="Transform3D" />
<param index="0" name="x_axis" type="Vector3" />
<param index="1" name="y_axis" type="Vector3" />
<param index="2" name="z_axis" type="Vector3" />
<param index="3" name="origin" type="Vector3" />
<description>
Constructs a [Transform3D] from four [Vector3] values (also called matrix columns).
The first three arguments are the [member basis]'s axes ([member Basis.x], [member Basis.y], and [member Basis.z]).
</description>
</constructor>
</constructors>
<methods>
<method name="affine_inverse" qualifiers="const">
<return type="Transform3D" />
<description>
Returns the inverted version of this transform. Unlike [method inverse], this method works with almost any [member basis], including non-uniform ones, but is slower. See also [method Basis.inverse].
[b]Note:[/b] For this method to return correctly, the transform's [member basis] needs to have a determinant that is not exactly [code]0.0[/code] (see [method Basis.determinant]).
</description>
</method>
<method name="interpolate_with" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="xform" type="Transform3D" />
<param index="1" name="weight" type="float" />
<description>
Returns the result of the linear interpolation between this transform and [param xform] by the given [param weight].
The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). Values outside this range are allowed and can be used to perform [i]extrapolation[/i] instead.
</description>
</method>
<method name="inverse" qualifiers="const">
<return type="Transform3D" />
<description>
Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverted version of this transform[/url]. See also [method Basis.inverse].
[b]Note:[/b] For this method to return correctly, the transform's [member basis] needs to be [i]orthonormal[/i] (see [method orthonormalized]). That means the basis should only represent a rotation. If it does not, use [method affine_inverse] instead.
</description>
</method>
<method name="is_equal_approx" qualifiers="const">
<return type="bool" />
<param index="0" name="xform" type="Transform3D" />
<description>
Returns [code]true[/code] if this transform and [param xform] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="is_finite" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if this transform is finite, by calling [method @GlobalScope.is_finite] on each component.
</description>
</method>
<method name="looking_at" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="target" type="Vector3" />
<param index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<param index="2" name="use_model_front" type="bool" default="false" />
<description>
Returns a copy of this transform rotated so that the forward axis (-Z) points towards the [param target] position.
The up axis (+Y) points as close to the [param 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 [param target] and [param up] vectors cannot be zero, cannot be parallel to each other, and are defined in global/parent space.
If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the [param target] position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right).
</description>
</method>
<method name="orthonormalized" qualifiers="const">
<return type="Transform3D" />
<description>
Returns a copy of this transform with its [member basis] orthonormalized. An orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to each other) and [i]normalized[/i] (the axes have a length of [code]1.0[/code]), which also means it can only represent a rotation. See also [method Basis.orthonormalized].
</description>
</method>
<method name="rotated" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="axis" type="Vector3" />
<param index="1" name="angle" type="float" />
<description>
Returns a copy of this transform rotated around the given [param axis] by the given [param angle] (in radians).
The [param axis] must be a normalized vector (see [method Vector3.normalized]). If [param angle] is positive, the basis is rotated counter-clockwise around the axis.
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
This can be seen as transforming with respect to the global/parent frame.
</description>
</method>
<method name="rotated_local" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="axis" type="Vector3" />
<param index="1" name="angle" type="float" />
<description>
Returns a copy of this transform rotated around the given [param axis] by the given [param angle] (in radians).
The [param axis] must be a normalized vector in the transform's local coordinate system. For example, to rotate around the local X-axis, use [constant Vector3.RIGHT].
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="scaled" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="scale" type="Vector3" />
<description>
Returns a copy of this transform scaled by the given [param scale] factor.
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
This can be seen as transforming with respect to the global/parent frame.
</description>
</method>
<method name="scaled_local" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="scale" type="Vector3" />
<description>
Returns a copy of this transform scaled by the given [param scale] factor.
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="translated" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="offset" type="Vector3" />
<description>
Returns a copy of this transform translated by the given [param offset].
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
This can be seen as transforming with respect to the global/parent frame.
</description>
</method>
<method name="translated_local" qualifiers="const">
<return type="Transform3D" />
<param index="0" name="offset" type="Vector3" />
<description>
Returns a copy of this transform translated by the given [param offset].
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
This can be seen as transforming with respect to the local frame.
</description>
</method>
</methods>
<members>
<member name="basis" type="Basis" setter="" getter="" default="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], [member Basis.y], and [member Basis.z]). Together, these represent the transform's rotation, scale, and shear.
</member>
<member name="origin" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
The translation offset of this transform. In 3D space, this can be seen as the position.
</member>
</members>
<constants>
<constant name="IDENTITY" value="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
The identity [Transform3D]. This is a transform with no translation, no rotation, and a scale of [constant Vector3.ONE]. Its [member basis] is equal to [constant Basis.IDENTITY]. This also means that:
- Its [member Basis.x] points right ([constant Vector3.RIGHT]);
- Its [member Basis.y] points up ([constant Vector3.UP]);
- Its [member Basis.z] points back ([constant Vector3.BACK]).
[codeblock]
var transform = Transform3D.IDENTITY
var basis = transform.basis
print("| X | Y | Z | Origin")
print("| %.f | %.f | %.f | %.f" % [basis.x.x, basis.y.x, basis.z.x, transform.origin.x])
print("| %.f | %.f | %.f | %.f" % [basis.x.y, basis.y.y, basis.z.y, transform.origin.y])
print("| %.f | %.f | %.f | %.f" % [basis.x.z, basis.y.z, basis.z.z, transform.origin.z])
# Prints:
# | X | Y | Z | Origin
# | 1 | 0 | 0 | 0
# | 0 | 1 | 0 | 0
# | 0 | 0 | 1 | 0
[/codeblock]
If a [Vector3], an [AABB], a [Plane], a [PackedVector3Array], or another [Transform3D] is transformed (multiplied) by this constant, no transformation occurs.
[b]Note:[/b] In GDScript, this constant is equivalent to creating a [constructor Transform3D] without any arguments. It can be used to make your code clearer, and for consistency with C#.
</constant>
<constant name="FLIP_X" value="Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
[Transform3D] with mirroring applied perpendicular to the YZ plane. Its [member basis] is equal to [constant Basis.FLIP_X].
</constant>
<constant name="FLIP_Y" value="Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0)">
[Transform3D] with mirroring applied perpendicular to the XZ plane. Its [member basis] is equal to [constant Basis.FLIP_Y].
</constant>
<constant name="FLIP_Z" value="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)">
[Transform3D] with mirroring applied perpendicular to the XY plane. Its [member basis] is equal to [constant Basis.FLIP_Z].
</constant>
</constants>
<operators>
<operator name="operator !=">
<return type="bool" />
<param index="0" name="right" type="Transform3D" />
<description>
Returns [code]true[/code] if the components of both transforms are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description>
</operator>
<operator name="operator *">
<return type="AABB" />
<param index="0" name="right" type="AABB" />
<description>
Transforms (multiplies) the [AABB] by this transformation matrix.
</description>
</operator>
<operator name="operator *">
<return type="PackedVector3Array" />
<param index="0" name="right" type="PackedVector3Array" />
<description>
Transforms (multiplies) every [Vector3] element of the given [PackedVector3Array] by this transformation matrix.
On larger arrays, this operation is much faster than transforming each [Vector3] individually.
</description>
</operator>
<operator name="operator *">
<return type="Plane" />
<param index="0" name="right" type="Plane" />
<description>
Transforms (multiplies) the [Plane] by this transformation matrix.
</description>
</operator>
<operator name="operator *">
<return type="Transform3D" />
<param index="0" name="right" type="Transform3D" />
<description>
Transforms (multiplies) this transform by the [param right] transform.
This is the operation performed between parent and child [Node3D]s.
[b]Note:[/b] If you need to only modify one attribute of this transform, consider using one of the following methods, instead:
- For translation, see [method translated] or [method translated_local].
- For rotation, see [method rotated] or [method rotated_local].
- For scale, see [method scaled] or [method scaled_local].
</description>
</operator>
<operator name="operator *">
<return type="Vector3" />
<param index="0" name="right" type="Vector3" />
<description>
Transforms (multiplies) the [Vector3] by this transformation matrix.
</description>
</operator>
<operator name="operator *">
<return type="Transform3D" />
<param index="0" name="right" type="float" />
<description>
Multiplies all components of the [Transform3D] by the given [float], including the [member origin]. This affects the transform's scale uniformly, scaling the [member basis].
</description>
</operator>
<operator name="operator *">
<return type="Transform3D" />
<param index="0" name="right" type="int" />
<description>
Multiplies all components of the [Transform3D] by the given [int], including the [member origin]. This affects the transform's scale uniformly, scaling the [member basis].
</description>
</operator>
<operator name="operator /">
<return type="Transform3D" />
<param index="0" name="right" type="float" />
<description>
Divides all components of the [Transform3D] by the given [float], including the [member origin]. This affects the transform's scale uniformly, scaling the [member basis].
</description>
</operator>
<operator name="operator /">
<return type="Transform3D" />
<param index="0" name="right" type="int" />
<description>
Divides all components of the [Transform3D] by the given [int], including the [member origin]. This affects the transform's scale uniformly, scaling the [member basis].
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="Transform3D" />
<description>
Returns [code]true[/code] if the components of both transforms are exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description>
</operator>
</operators>
</class>