Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
Transform3D¶
A 3×4 matrix representing a 3D transformation.
描述¶
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.
备注
There are notable differences when using this API with C#. See C# API 与 GDScript 的差异 for more information.
教程¶
属性¶
|
||
|
构造函数¶
Transform3D ( ) |
|
Transform3D ( Transform3D from ) |
|
Transform3D ( Basis basis, Vector3 origin ) |
|
Transform3D ( Projection from ) |
|
Transform3D ( Vector3 x_axis, Vector3 y_axis, Vector3 z_axis, Vector3 origin ) |
Methods¶
affine_inverse ( ) const |
|
interpolate_with ( Transform3D xform, float weight ) const |
|
inverse ( ) const |
|
is_equal_approx ( Transform3D xform ) const |
|
is_finite ( ) const |
|
looking_at ( Vector3 target, Vector3 up=Vector3(0, 1, 0), bool use_model_front=false ) const |
|
orthonormalized ( ) const |
|
rotated_local ( Vector3 axis, float angle ) const |
|
scaled_local ( Vector3 scale ) const |
|
translated ( Vector3 offset ) const |
|
translated_local ( Vector3 offset ) const |
运算符¶
operator != ( Transform3D right ) |
|
operator * ( AABB right ) |
|
operator * ( PackedVector3Array right ) |
|
operator * ( Plane right ) |
|
operator * ( Transform3D right ) |
|
operator * ( Vector3 right ) |
|
operator * ( float right ) |
|
operator * ( int right ) |
|
operator == ( Transform3D right ) |
常量¶
IDENTITY = 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.
FLIP_X = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the YZ plane.
FLIP_Y = Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the XZ plane.
FLIP_Z = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)
Transform3D with mirroring applied perpendicular to the XY plane.
Property Descriptions¶
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 3
.
Constructor Descriptions¶
Transform3D Transform3D ( )
Constructs a default-initialized Transform3D set to IDENTITY.
Transform3D Transform3D ( Transform3D from )
Constructs a Transform3D as a copy of the given Transform3D.
Transform3D Transform3D ( Basis basis, Vector3 origin )
Constructs a Transform3D from a Basis and Vector3.
Transform3D Transform3D ( Projection from )
Constructs a Transform3D from a Projection by trimming the last row of the projection matrix (from.x.w
, from.y.w
, from.z.w
, and from.w.w
are not copied over).
Transform3D Transform3D ( Vector3 x_axis, Vector3 y_axis, Vector3 z_axis, Vector3 origin )
Constructs a Transform3D from four Vector3 values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled).
Method Descriptions¶
Transform3D affine_inverse ( ) const
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
Transform3D interpolate_with ( Transform3D xform, float weight ) const
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).
bool is_equal_approx ( Transform3D xform ) const
Returns true
if this transform and xform
are approximately equal, by calling is_equal_approx
on each component.
bool is_finite ( ) const
Returns true
if this transform is finite, by calling @GlobalScope.is_finite on each component.
Transform3D looking_at ( Vector3 target,