2D transformation (2×3 matrix).
2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of three [Vector2] values: [member x], [member y], and the [member origin].
For more information, read the "Matrices and transforms" documentation article.
$DOCS_URL/tutorials/math/index.html
$DOCS_URL/tutorials/math/matrices_and_transforms.html
https://godotengine.org/asset-library/asset/584
https://godotengine.org/asset-library/asset/583
Constructs a default-initialized [Transform2D] set to [constant IDENTITY].
Constructs a [Transform2D] as a copy of the given [Transform2D].
Constructs the transform from a given angle (in radians) and position.
Constructs the transform from a given angle (in radians), scale, skew (in radians) and position.
Constructs the transform from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three column vectors).
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
Returns a vector transformed (multiplied) by the basis matrix.
This method does not account for translation (the origin vector).
Returns a vector transformed (multiplied) by the inverse basis matrix.
This method does not account for translation (the origin vector).
Returns the transform's origin (translation).
Returns the transform's rotation (in radians).
Returns the scale.
Returns the transform's skew (in radians).
Returns a transform interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0).
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use [method affine_inverse] for transforms with scaling).
Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
Returns a copy of the transform rotated such that it's rotation on the X-axis points towards the [code]target[/code] position.
Operations take place in global space.
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication.
Returns a copy of the transform scaled by the given [code]scale[/code] factor, using matrix multiplication.
Sets the transform's rotation (in radians).
Sets the transform's scale.
[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
Sets the transform's skew (in radians).
Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors.
Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
The origin vector (column 2, the third column). Equivalent to array index [code]2[/code]. The origin vector represents translation.
The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code].
The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
The identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
The [Transform2D] that will flip something along the X axis.
The [Transform2D] that will flip something along the Y axis.
Returns [code]true[/code] if the transforms are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
Transforms (multiplies) each element of the [Vector2] array by the given [Transform2D] matrix.
Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix.
Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent).
Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix.
This operator multiplies all components of the [Transform2D], including the origin vector, which scales it uniformly.
This operator multiplies all components of the [Transform2D], including the origin vector, which scales it uniformly.
Returns [code]true[/code] if the transforms are exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
Access transform components using their index. [code]t[0][/code] is equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t.y[/code], and [code]t[2][/code] is equivalent to [code]t.origin[/code].