3D transformation (3×4 matrix).
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.
https://docs.godotengine.org/en/latest/tutorials/math/index.html
https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html
https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html
https://godotengine.org/asset-library/asset/584
https://godotengine.org/asset-library/asset/125
https://godotengine.org/asset-library/asset/583
Constructs a default-initialized [Transform3D] set to [constant IDENTITY].
Constructs a [Transform3D] as a copy of the given [Transform3D].
Constructs a Transform3D from a [Basis] and [Vector3].
Constructs a Transform3D from four [Vector3] values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled).
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
Interpolates the transform to other Transform3D by weight amount (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 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 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.
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 basis and origin of 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 [method rotated] and [method scaled], this does not use matrix multiplication.
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.
The translation offset of the transform (column 3, the fourth column). Equivalent to array index [code]3[/code].
[Transform3D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
[Transform3D] with mirroring applied perpendicular to the YZ plane.
[Transform3D] with mirroring applied perpendicular to the XZ plane.
[Transform3D] with mirroring applied perpendicular to the XY plane.
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 [Vector3] array by the given [Transform3D] 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 [AABB] by the given [Transform3D] matrix.
Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix.
This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly.
This operator multiplies all components of the [Transform3D], 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.