godot/doc/classes/Transform3D.xml

199 lines
8.9 KiB
XML
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

<?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" />
<description>
Constructs a default-initialized [Transform3D] set to [constant IDENTITY].
</description>
</method>
<method name="Transform3D" qualifiers="constructor">
<return type="Transform3D" />
<argument index="0" name="from" type="Transform3D" />
<description>
Constructs a [Transform3D] as a copy of the given [Transform3D].
</description>
</method>
<method name="Transform3D" qualifiers="constructor">
<return type="Transform3D" />
<argument index="0" name="basis" type="Basis" />
<argument index="1" name="origin" type="Vector3" />
<description>
Constructs a Transform3D from a [Basis] and [Vector3].
</description>
</method>
<method name="Transform3D" qualifiers="constructor">
<return type="Transform3D" />
<argument index="0" name="x_axis" type="Vector3" />
<argument index="1" name="y_axis" type="Vector3" />
<argument index="2" name="z_axis" type="Vector3" />
<argument index="3" name="origin" type="Vector3" />
<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" />
<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" />
<argument index="0" name="xform" type="Transform3D" />
<argument index="1" name="weight" type="float" />
<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" />
<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" />
<argument index="0" name="xform" type="Transform3D" />
<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" />
<argument index="0" name="target" type="Vector3" />
<argument index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<description>
Returns a copy of the transform rotated such that the forward axis (-Z) points towards the [code]target[/code] position.
The up axis (+Y) points as close to the [code]up[/code] 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 [code]target[/code] and [code]up[/code] vectors cannot be zero, cannot be parallel to each other, and are defined in global/parent space.
</description>
</method>
<method name="operator !=" qualifiers="operator">
<return type="bool" />
<description>
</description>
</method>
<method name="operator !=" qualifiers="operator">
<return type="bool" />
<argument index="0" name="right" type="Transform3D" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
<return type="PackedVector3Array" />
<argument index="0" name="right" type="PackedVector3Array" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
<return type="Transform3D" />
<argument index="0" name="right" type="Transform3D" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
<return type="AABB" />
<argument index="0" name="right" type="AABB" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
<return type="Vector3" />
<argument index="0" name="right" type="Vector3" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
<return type="Transform3D" />
<argument index="0" name="right" type="float" />
<description>
This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly.
</description>
</method>
<method name="operator *" qualifiers="operator">
<return type="Transform3D" />
<argument index="0" name="right" type="int" />
<description>
This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly.
</description>
</method>
<method name="operator ==" qualifiers="operator">
<return type="bool" />
<description>
</description>
</method>
<method name="operator ==" qualifiers="operator">
<return type="bool" />
<argument index="0" name="right" type="Transform3D" />
<description>
</description>
</method>
<method name="orthonormalized" qualifiers="const">
<return type="Transform3D" />
<description>
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors.
</description>
</method>
<method name="rotated" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="phi" type="float" />
<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" />
<argument index="0" name="scale" type="Vector3" />
<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" />
<argument index="0" name="offset" type="Vector3" />
<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>