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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Transform2D" version= "3.5" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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2D transformation (2× 3 matrix).
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</brief_description>
<description >
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2× 3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of three [Vector2] values: [member x], [member y], and the [member origin].
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For more information, read the "Matrices and transforms" documentation article.
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</description>
<tutorials >
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<link title= "Math tutorial index" > $DOCS_URL/tutorials/math/index.html</link>
<link title= "Matrices and transforms" > $DOCS_URL/tutorials/math/matrices_and_transforms.html</link>
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<link title= "Matrix Transform Demo" > https://godotengine.org/asset-library/asset/584</link>
<link title= "2.5D Demo" > https://godotengine.org/asset-library/asset/583</link>
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</tutorials>
<methods >
<method name= "Transform2D" >
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<return type= "Transform2D" />
<argument index= "0" name= "from" type= "Transform" />
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<description >
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Constructs the transform from a 3D [Transform].
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</description>
</method>
<method name= "Transform2D" >
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<return type= "Transform2D" />
<argument index= "0" name= "x_axis" type= "Vector2" />
<argument index= "1" name= "y_axis" type= "Vector2" />
<argument index= "2" name= "origin" type= "Vector2" />
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<description >
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Constructs the transform from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three column vectors).
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</description>
</method>
<method name= "Transform2D" >
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<return type= "Transform2D" />
<argument index= "0" name= "rotation" type= "float" />
<argument index= "1" name= "position" type= "Vector2" />
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<description >
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Constructs the transform from a given angle (in radians) and position.
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</description>
</method>
<method name= "affine_inverse" >
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<return type= "Transform2D" />
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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>
</method>
<method name= "basis_xform" >
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<return type= "Vector2" />
<argument index= "0" name= "v" type= "Vector2" />
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<description >
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Returns a vector transformed (multiplied) by the basis matrix.
This method does not account for translation (the origin vector).
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</description>
</method>
<method name= "basis_xform_inv" >
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<return type= "Vector2" />
<argument index= "0" name= "v" type= "Vector2" />
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<description >
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Returns a vector transformed (multiplied) by the inverse basis matrix.
This method does not account for translation (the origin vector).
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</description>
</method>
<method name= "get_origin" >
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<return type= "Vector2" />
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<description >
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Returns the transform's origin (translation).
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</description>
</method>
<method name= "get_rotation" >
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<return type= "float" />
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<description >
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Returns the transform's rotation (in radians).
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</description>
</method>
<method name= "get_scale" >
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<return type= "Vector2" />
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<description >
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Returns the scale.
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</description>
</method>
<method name= "interpolate_with" >
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<return type= "Transform2D" />
<argument index= "0" name= "transform" type= "Transform2D" />
<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>
</method>
<method name= "inverse" >
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< return type="Transform2D" />
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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>
</method>
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<method name= "is_equal_approx" >
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<return type= "bool" />
<argument index= "0" name= "transform" type= "Transform2D" />
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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>
</method>
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<method name= "orthonormalized" >
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<return type= "Transform2D" />
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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>
</method>
<method name= "rotated" >
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<return type= "Transform2D" />
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<argument index= "0" name= "angle" type= "float" />
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<description >
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Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication.
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</description>
</method>
<method name= "scaled" >
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<return type= "Transform2D" />
<argument index= "0" name= "scale" type= "Vector2" />
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<description >
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Returns a copy of the transform scaled by the given [code]scale[/code] factor, using matrix multiplication.
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[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
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</description>
</method>
<method name= "translated" >
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<return type= "Transform2D" />
<argument index= "0" name= "offset" type= "Vector2" />
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<description >
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Returns a copy of the transform translated by the given [code]offset[/code], 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>
</method>
<method name= "xform" >
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<return type= "Variant" />
<argument index= "0" name= "v" type= "Variant" />
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<description >
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Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this transform.
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</description>
</method>
<method name= "xform_inv" >
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<return type= "Variant" />
<argument index= "0" name= "v" type= "Variant" />
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<description >
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Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this transform, under the assumption that the transformation is composed of rotation and translation (no scaling). Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For affine transformations (e.g. with scaling) see [method affine_inverse] method.
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</description>
</method>
</methods>
<members >
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<member name= "origin" type= "Vector2" setter= "" getter= "" default= "Vector2( 0, 0 )" >
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The origin vector (column 2, the third column). Equivalent to array index [code]2[/code]. The origin vector represents translation.
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</member>
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<member name= "x" type= "Vector2" setter= "" getter= "" default= "Vector2( 1, 0 )" >
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The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code].
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</member>
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<member name= "y" type= "Vector2" setter= "" getter= "" default= "Vector2( 0, 1 )" >
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The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
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</member>
</members>
<constants >
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<constant name= "IDENTITY" value= "Transform2D( 1, 0, 0, 1, 0, 0 )" >
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The identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
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</constant>
<constant name= "FLIP_X" value= "Transform2D( -1, 0, 0, 1, 0, 0 )" >
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The [Transform2D] that will flip something along the X axis.
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</constant>
<constant name= "FLIP_Y" value= "Transform2D( 1, 0, 0, -1, 0, 0 )" >
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The [Transform2D] that will flip something along the Y axis.
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</constant>
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</constants>
</class>