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3d08becd06
Notably: * `Packed*Array.size()` and `Array.size()`. * Shared methods of `Transform2D` and `Transform3D`. * Shared methods of `Vector2`, `Vector3`, and `Vector2i`. This reduces the Deja Vu when translating the class reference :)
211 lines
9.5 KiB
XML
211 lines
9.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Transform3D" version="4.0">
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<brief_description>
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3D transformation (3×4 matrix).
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</brief_description>
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<description>
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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).
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For more information, read the "Matrices and transforms" documentation article.
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</description>
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<tutorials>
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<link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
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<link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.html</link>
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<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html</link>
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<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
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<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
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<link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link>
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</tutorials>
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<constructors>
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<constructor name="Transform3D">
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<return type="Transform3D" />
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<description>
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Constructs a default-initialized [Transform3D] set to [constant IDENTITY].
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</description>
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</constructor>
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<constructor name="Transform3D">
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<return type="Transform3D" />
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<argument index="0" name="from" type="Transform3D" />
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<description>
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Constructs a [Transform3D] as a copy of the given [Transform3D].
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</description>
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</constructor>
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<constructor name="Transform3D">
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<return type="Transform3D" />
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<argument index="0" name="basis" type="Basis" />
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<argument index="1" name="origin" type="Vector3" />
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<description>
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Constructs a Transform3D from a [Basis] and [Vector3].
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</description>
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</constructor>
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<constructor name="Transform3D">
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<return type="Transform3D" />
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<argument index="0" name="x_axis" type="Vector3" />
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<argument index="1" name="y_axis" type="Vector3" />
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<argument index="2" name="z_axis" type="Vector3" />
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<argument index="3" name="origin" type="Vector3" />
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<description>
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Constructs a Transform3D from four [Vector3] values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled).
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</description>
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</constructor>
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</constructors>
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<methods>
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<method name="affine_inverse" qualifiers="const">
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<return type="Transform3D" />
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<description>
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Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
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</description>
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</method>
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<method name="interpolate_with" qualifiers="const">
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<return type="Transform3D" />
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<argument index="0" name="xform" type="Transform3D" />
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<argument index="1" name="weight" type="float" />
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<description>
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Returns a transform interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0).
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</description>
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</method>
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<method name="inverse" qualifiers="const">
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<return type="Transform3D" />
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<description>
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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).
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</description>
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</method>
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<method name="is_equal_approx" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="xform" type="Transform3D" />
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<description>
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Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
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</description>
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</method>
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<method name="looking_at" qualifiers="const">
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<return type="Transform3D" />
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<argument index="0" name="target" type="Vector3" />
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<argument index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
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<description>
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Returns a copy of the transform rotated such that the forward axis (-Z) points towards the [code]target[/code] position.
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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.
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</description>
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</method>
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<method name="orthonormalized" qualifiers="const">
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<return type="Transform3D" />
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<description>
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Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
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</description>
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</method>
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<method name="rotated" qualifiers="const">
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<return type="Transform3D" />
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<argument index="0" name="axis" type="Vector3" />
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<argument index="1" name="phi" type="float" />
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<description>
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Rotates the transform around the given axis by the given angle (in radians), using matrix multiplication. The axis must be a normalized vector.
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</description>
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</method>
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<method name="scaled" qualifiers="const">
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<return type="Transform3D" />
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<argument index="0" name="scale" type="Vector3" />
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<description>
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Scales basis and origin of the transform by the given scale factor, using matrix multiplication.
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</description>
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</method>
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<method name="translated" qualifiers="const">
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<return type="Transform3D" />
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<argument index="0" name="offset" type="Vector3" />
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<description>
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Translates the transform by the given offset, relative to the transform's basis vectors.
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Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
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</description>
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</method>
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</methods>
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<members>
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<member name="basis" type="Basis" setter="" getter="" default="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
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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.
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</member>
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<member name="origin" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
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The translation offset of the transform (column 3, the fourth column). Equivalent to array index [code]3[/code].
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</member>
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</members>
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<constants>
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<constant name="IDENTITY" value="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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[Transform3D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
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</constant>
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<constant name="FLIP_X" value="Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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[Transform3D] with mirroring applied perpendicular to the YZ plane.
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</constant>
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<constant name="FLIP_Y" value="Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0)">
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[Transform3D] with mirroring applied perpendicular to the XZ plane.
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</constant>
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<constant name="FLIP_Z" value="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)">
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[Transform3D] with mirroring applied perpendicular to the XY plane.
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</constant>
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</constants>
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<operators>
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<operator name="operator !=">
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<return type="bool" />
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<description>
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</description>
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</operator>
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<operator name="operator !=">
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<return type="bool" />
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<argument index="0" name="right" type="Transform3D" />
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<description>
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Returns [code]true[/code] if the transforms are not equal.
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[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
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</operator>
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<operator name="operator *">
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<return type="AABB" />
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<argument index="0" name="right" type="AABB" />
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<description>
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Transforms (multiplies) the [AABB] by the given [Transform3D] matrix.
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</description>
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</operator>
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<operator name="operator *">
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<return type="PackedVector3Array" />
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<argument index="0" name="right" type="PackedVector3Array" />
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<description>
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Transforms (multiplies) each element of the [Vector3] array by the given [Transform3D] matrix.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Transform3D" />
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<argument index="0" name="right" type="Transform3D" />
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<description>
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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).
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3" />
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<argument index="0" name="right" type="Vector3" />
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<description>
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Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Transform3D" />
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<argument index="0" name="right" type="float" />
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<description>
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This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Transform3D" />
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<argument index="0" name="right" type="int" />
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<description>
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This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly.
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<description>
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<argument index="0" name="right" type="Transform3D" />
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<description>
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Returns [code]true[/code] if the transforms are exactly equal.
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[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
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</operator>
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</operators>
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</class>
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