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authorRémi Verschelde <remi@verschelde.fr>2021-06-03 23:07:21 +0200
committerGitHub <noreply@github.com>2021-06-03 23:07:21 +0200
commit5d9cab3aeb3c62df6b7b44e6e68c0ebbb67f7a45 (patch)
tree619055aeb386211fb83a7c861ab0f79a34aedb2d /doc/classes/Transform3D.xml
parentea2a0b54554c09999d74212925322e8c7b2437e0 (diff)
parent0ac4051c00898b316ae11e7075d3f3a9e3c46be3 (diff)
Merge pull request #38430 from aaronfranke/transform3d
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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="Transform3D" version="4.0">
+ <brief_description>
+ 3D transformation (3×4 matrix).
+ </brief_description>
+ <description>
+ 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a [member basis] (first 3 columns) and a [Vector3] for the [member origin] (last column).
+ For more information, read the "Matrices and transforms" documentation article.
+ </description>
+ <tutorials>
+ <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
+ <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
+ <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
+ <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
+ <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
+ <link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link>
+ </tutorials>
+ <methods>
+ <method name="Transform3D" qualifiers="constructor">
+ <return type="Transform3D">
+ </return>
+ <description>
+ Constructs a default-initialized [Transform3D] set to [constant IDENTITY].
+ </description>
+ </method>
+ <method name="Transform3D" qualifiers="constructor">
+ <return type="Transform3D">
+ </return>
+ <argument index="0" name="from" type="Transform3D">
+ </argument>
+ <description>
+ Constructs a [Transform3D] as a copy of the given [Transform3D].
+ </description>
+ </method>
+ <method name="Transform3D" qualifiers="constructor">
+ <return type="Transform3D">
+ </return>
+ <argument index="0" name="basis" type="Basis">
+ </argument>
+ <argument index="1" name="origin" type="Vector3">
+ </argument>
+ <description>
+ Constructs a Transform3D from a [Basis] and [Vector3].
+ </description>
+ </method>
+ <method name="Transform3D" qualifiers="constructor">
+ <return type="Transform3D">
+ </return>
+ <argument index="0" name="x_axis" type="Vector3">
+ </argument>
+ <argument index="1" name="y_axis" type="Vector3">
+ </argument>
+ <argument index="2" name="z_axis" type="Vector3">
+ </argument>
+ <argument index="3" name="origin" type="Vector3">
+ </argument>
+ <description>
+ Constructs a Transform3D from four [Vector3] values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled).
+ </description>
+ </method>
+ <method name="affine_inverse" qualifiers="const">
+ <return type="Transform3D">
+ </return>
+ <description>
+ Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
+ </description>
+ </method>
+ <method name="interpolate_with" qualifiers="const">
+ <return type="Transform3D">
+ </return>
+ <argument index="0" name="xform" type="Transform3D">
+ </argument>
+ <argument index="1" name="weight" type="float">
+ </argument>
+ <description>
+ Interpolates the transform to other Transform3D by weight amount (on the range of 0.0 to 1.0).
+ </description>
+ </method>
+ <method name="inverse" qualifiers="const">
+ <return type="Transform3D">
+ </return>
+ <description>
+ 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).
+ </description>
+ </method>
+ <method name="is_equal_approx" qualifiers="const">
+ <return type="bool">
+ </return>
+ <argument index="0" name="xform" type="Transform3D">
+ </argument>
+ <description>
+ Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
+ </description>
+ </method>
+ <method name="looking_at" qualifiers="const">
+ <return type="Transform3D">
+ </return>
+ <argument index="0" name="target" type="Vector3">
+ </argument>
+ <argument index="1" name="up" type="Vector3" default="Vector3( 0, 1, 0 )">
+ </argument>
+ <description>
+ Returns a copy of the transform rotated such that its -Z axis points towards the [code]target[/code] position.
+ The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors.
+ Operations take place in global space.
+ </description>
+ </method>
+ <method name="operator !=" qualifiers="operator">
+ <return type="bool">
+ </return>
+ <argument index="0" name="right" type="Transform3D">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="operator *" qualifiers="operator">
+ <return type="PackedVector3Array">
+ </return>
+ <argument index="0" name="right" type="PackedVector3Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="operator *" qualifiers="operator">
+ <return type="Transform3D">
+ </return>
+ <argument index="0" name="right" type="Transform3D">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="operator *" qualifiers="operator">
+ <return type="AABB">
+ </return>
+ <argument index="0" name="right" type="AABB">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="operator *" qualifiers="operator">
+ <return type="Vector3">
+ </return>
+ <argument index="0" name="right" type="Vector3">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="operator ==" qualifiers="operator">
+ <return type="bool">
+ </return>
+ <argument index="0" name="right" type="Transform3D">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="orthonormalized" qualifiers="const">
+ <return type="Transform3D">
+ </return>
+ <description>
+ Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors.
+ </description>
+ </method>
+ <method name="rotated" qualifiers="const">
+ <return type="Transform3D">
+ </return>
+ <argument index="0" name="axis" type="Vector3">
+ </argument>
+ <argument index="1" name="phi" type="float">
+ </argument>
+ <description>
+ Rotates the transform around the given axis by the given angle (in radians), using matrix multiplication. The axis must be a normalized vector.
+ </description>
+ </method>
+ <method name="scaled" qualifiers="const">
+ <return type="Transform3D">
+ </return>
+ <argument index="0" name="scale" type="Vector3">
+ </argument>
+ <description>
+ Scales basis and origin of the transform by the given scale factor, using matrix multiplication.
+ </description>
+ </method>
+ <method name="translated" qualifiers="const">
+ <return type="Transform3D">
+ </return>
+ <argument index="0" name="offset" type="Vector3">
+ </argument>
+ <description>
+ Translates the transform by the given offset, relative to the transform's basis vectors.
+ Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="basis" type="Basis" setter="" getter="" 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.
+ </member>
+ <member name="origin" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )">
+ The translation offset of the transform (column 3, the fourth column). Equivalent to array index [code]3[/code].
+ </member>
+ </members>
+ <constants>
+ <constant name="IDENTITY" value="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, [constant IDENTITY] performs no transformation.
+ </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.
+ </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.
+ </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.
+ </constant>
+ </constants>
+</class>