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This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
A 3×4 matrix representing a 3D transformation.
A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, and scaling. It consists of a basis (first 3 columns) and a Vector3 for the origin (last column).
For more information, read the "Matrices and transforms" documentation article.
There are notable differences when using this API with C#. See C# API 与 GDScript 的差异 for more information.
Transform3D ( )
affine_inverse ( ) const
inverse ( ) const
is_finite ( ) const
orthonormalized ( ) const
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, IDENTITY performs no transformation.
Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the YZ plane.
Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the XZ plane.
Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the XY plane.
Basis basis =
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.
Vector3 origin =
Vector3(0, 0, 0)
The translation offset of the transform (column 3, the fourth column). Equivalent to array index
Transform3D Transform3D ( )
Constructs a default-initialized Transform3D set to IDENTITY.
Constructs a Transform3D as a copy of the given Transform3D.
Constructs a Transform3D from a Projection by trimming the last row of the projection matrix (
from.w.w are not copied over).
Constructs a Transform3D from four Vector3 values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled).
Transform3D affine_inverse ( ) const
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
Returns a transform interpolated between this transform and another by a given
weight (on the range of 0.0 to 1.0).
Transform3D inverse ( ) const
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).
true if this transform and
xform are approximately equal, by calling
is_equal_approx on each component.
bool is_finite ( ) const
true if this transform is finite, by calling @GlobalScope.is_finite on each component.