Overhaul Transform3D documentation

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Micky 2024-01-15 12:10:52 +01:00
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A 3×4 matrix representing a 3D transformation. A 3×4 matrix representing a 3D transformation.
</brief_description> </brief_description>
<description> <description>
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 [member basis] (first 3 columns) and a [Vector3] for the [member origin] (last column). The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a transformation in 3D space. It contains a [Basis], which on its own can represent rotation, scale, and shear. Additionally, combined with its own [member origin], the transform can also represent a translation.
For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial. For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial.
[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-direction-conventions]Importing 3D Scenes[/url] tutorial.
</description> </description>
<tutorials> <tutorials>
<link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
@ -19,7 +20,7 @@
<constructor name="Transform3D"> <constructor name="Transform3D">
<return type="Transform3D" /> <return type="Transform3D" />
<description> <description>
Constructs a default-initialized [Transform3D] set to [constant IDENTITY]. Constructs a [Transform3D] identical to the [constant IDENTITY].
</description> </description>
</constructor> </constructor>
<constructor name="Transform3D"> <constructor name="Transform3D">
@ -34,14 +35,14 @@
<param index="0" name="basis" type="Basis" /> <param index="0" name="basis" type="Basis" />
<param index="1" name="origin" type="Vector3" /> <param index="1" name="origin" type="Vector3" />
<description> <description>
Constructs a Transform3D from a [Basis] and [Vector3]. Constructs a [Transform3D] from a [Basis] and [Vector3].
</description> </description>
</constructor> </constructor>
<constructor name="Transform3D"> <constructor name="Transform3D">
<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="from" type="Projection" /> <param index="0" name="from" type="Projection" />
<description> <description>
Constructs a Transform3D from a [Projection] by trimming the last row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z.w[/code], and [code]from.w.w[/code] are not copied over). Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a 3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new transform).
</description> </description>
</constructor> </constructor>
<constructor name="Transform3D"> <constructor name="Transform3D">
@ -51,7 +52,8 @@
<param index="2" name="z_axis" type="Vector3" /> <param index="2" name="z_axis" type="Vector3" />
<param index="3" name="origin" type="Vector3" /> <param index="3" name="origin" type="Vector3" />
<description> <description>
Constructs a Transform3D from four [Vector3] values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled). Constructs a [Transform3D] from four [Vector3] values (also called matrix columns).
The first three arguments are the [member basis]'s axes ([member Basis.x], [member Basis.y], and [member Basis.z]).
</description> </description>
</constructor> </constructor>
</constructors> </constructors>
@ -59,7 +61,8 @@
<method name="affine_inverse" qualifiers="const"> <method name="affine_inverse" qualifiers="const">
<return type="Transform3D" /> <return type="Transform3D" />
<description> <description>
Returns the inverse of the transform, under the assumption that the basis is invertible (must have non-zero determinant). Returns the inverted version of this transform. Unlike [method inverse], this method works with almost any [member basis], including non-uniform ones, but is slower. See also [method Basis.inverse].
[b]Note:[/b] For this method to return correctly, the transform's [member basis] needs to not have a determinant of exactly [code]0[/code] (see [method Basis.determinant]).
</description> </description>
</method> </method>
<method name="interpolate_with" qualifiers="const"> <method name="interpolate_with" qualifiers="const">
@ -67,13 +70,15 @@
<param index="0" name="xform" type="Transform3D" /> <param index="0" name="xform" type="Transform3D" />
<param index="1" name="weight" type="float" /> <param index="1" name="weight" type="float" />
<description> <description>
Returns a transform interpolated between this transform and another by a given [param weight] (on the range of 0.0 to 1.0). Returns the result of the linear interpolation between this transform and [param xform] by the given [param weight].
The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). Values outside this range are allowed and can be used to perform [i]extrapolation[/i], instead.
</description> </description>
</method> </method>
<method name="inverse" qualifiers="const"> <method name="inverse" qualifiers="const">
<return type="Transform3D" /> <return type="Transform3D" />
<description> <description>
Returns the inverse of the transform, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not). Use [method affine_inverse] for non-orthonormal transforms (e.g. with scaling). Returns the inverted version of this transform. See also [method Basis.inverse].
[b]Note:[/b] For this method to return correctly, the transform's [member basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). That means, the basis should only represent a rotation. If it does not, use [method affine_inverse] instead.
</description> </description>
</method> </method>
<method name="is_equal_approx" qualifiers="const"> <method name="is_equal_approx" qualifiers="const">
@ -95,7 +100,7 @@
<param index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" /> <param index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<param index="2" name="use_model_front" type="bool" default="false" /> <param index="2" name="use_model_front" type="bool" default="false" />
<description> <description>
Returns a copy of the transform rotated such that the forward axis (-Z) points towards the [param target] position. Returns a copy of this transform rotated so that the forward axis (-Z) points towards the [param target] position.
The up axis (+Y) points as close to the [param up] 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 [param target] and [param up] vectors cannot be zero, cannot be parallel to each other, and are defined in global/parent space. The up axis (+Y) points as close to the [param up] 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 [param target] and [param up] vectors cannot be zero, cannot be parallel to each other, and are defined in global/parent space.
If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the [param target] position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right). If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the [param target] position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right).
</description> </description>
@ -103,7 +108,7 @@
<method name="orthonormalized" qualifiers="const"> <method name="orthonormalized" qualifiers="const">
<return type="Transform3D" /> <return type="Transform3D" />
<description> <description>
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1). Returns a copy of this transform with its [member basis] orthonormalized. An orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to each other) and [i]normalized[/i] (the axes have a length of [code]1[/code]), which also means it can only represent rotation. See also [method Basis.orthonormalized].
</description> </description>
</method> </method>
<method name="rotated" qualifiers="const"> <method name="rotated" qualifiers="const">
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<param index="0" name="axis" type="Vector3" /> <param index="0" name="axis" type="Vector3" />
<param index="1" name="angle" type="float" /> <param index="1" name="angle" type="float" />
<description> <description>
Returns a copy of the transform rotated around the given [param axis] by the given [param angle] (in radians). Returns a copy of this transform rotated around the given [param axis] by the given [param angle] (in radians).
The [param axis] must be a normalized vector. The [param axis] must be a normalized vector.
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code]. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
This can be seen as transforming with respect to the global/parent frame. This can be seen as transforming with respect to the global/parent frame.
@ -122,7 +127,7 @@
<param index="0" name="axis" type="Vector3" /> <param index="0" name="axis" type="Vector3" />
<param index="1" name="angle" type="float" /> <param index="1" name="angle" type="float" />
<description> <description>
Returns a copy of the transform rotated around the given [param axis] by the given [param angle] (in radians). Returns a copy of this transform rotated around the given [param axis] by the given [param angle] (in radians).
The [param axis] must be a normalized vector. The [param axis] must be a normalized vector.
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code]. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
This can be seen as transforming with respect to the local frame. This can be seen as transforming with respect to the local frame.
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<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="scale" type="Vector3" /> <param index="0" name="scale" type="Vector3" />
<description> <description>
Returns a copy of the transform scaled by the given [param scale] factor. Returns a copy of this transform scaled by the given [param scale] factor.
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code]. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
This can be seen as transforming with respect to the global/parent frame. This can be seen as transforming with respect to the global/parent frame.
</description> </description>
@ -141,7 +146,7 @@
<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="scale" type="Vector3" /> <param index="0" name="scale" type="Vector3" />
<description> <description>
Returns a copy of the transform scaled by the given [param scale] factor. Returns a copy of this transform scaled by the given [param scale] factor.
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code]. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
This can be seen as transforming with respect to the local frame. This can be seen as transforming with respect to the local frame.
</description> </description>
@ -150,7 +155,7 @@
<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="offset" type="Vector3" /> <param index="0" name="offset" type="Vector3" />
<description> <description>
Returns a copy of the transform translated by the given [param offset]. Returns a copy of this transform translated by the given [param offset].
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code]. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
This can be seen as transforming with respect to the global/parent frame. This can be seen as transforming with respect to the global/parent frame.
</description> </description>
@ -159,7 +164,7 @@
<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="offset" type="Vector3" /> <param index="0" name="offset" type="Vector3" />
<description> <description>
Returns a copy of the transform translated by the given [param offset]. Returns a copy of this transform translated by the given [param offset].
This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code]. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
This can be seen as transforming with respect to the local frame. This can be seen as transforming with respect to the local frame.
</description> </description>
@ -167,24 +172,25 @@
</methods> </methods>
<members> <members>
<member name="basis" type="Basis" setter="" getter="" default="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)"> <member name="basis" type="Basis" setter="" getter="" default="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. The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], [member Basis.y], and [member Basis.z]). Together, these represent the transform's rotation, scale, and shearing.
</member> </member>
<member name="origin" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)"> <member name="origin" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
The translation offset of the transform (column 3, the fourth column). Equivalent to array index [code]3[/code]. The translation offset of this transform. In 3D space, this can be seen as the position.
</member> </member>
</members> </members>
<constants> <constants>
<constant name="IDENTITY" value="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)"> <constant name="IDENTITY" value="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, [constant IDENTITY] performs no transformation. A transform with no translation, no rotation, and its scale being [code]1[/code]. Its [member basis] is equal to [constant Basis.IDENTITY].
When multiplied by another [Variant] such as [AABB] or another [Transform3D], no transformation occurs.
</constant> </constant>
<constant name="FLIP_X" value="Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)"> <constant name="FLIP_X" value="Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
[Transform3D] with mirroring applied perpendicular to the YZ plane. [Transform3D] with mirroring applied perpendicular to the YZ plane. Its [member basis] is equal to [constant Basis.FLIP_X].
</constant> </constant>
<constant name="FLIP_Y" value="Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0)"> <constant name="FLIP_Y" value="Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0)">
[Transform3D] with mirroring applied perpendicular to the XZ plane. [Transform3D] with mirroring applied perpendicular to the XZ plane. Its [member basis] is equal to [constant Basis.FLIP_Y].
</constant> </constant>
<constant name="FLIP_Z" value="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)"> <constant name="FLIP_Z" value="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)">
[Transform3D] with mirroring applied perpendicular to the XY plane. [Transform3D] with mirroring applied perpendicular to the XY plane. Its [member basis] is equal to [constant Basis.FLIP_Z].
</constant> </constant>
</constants> </constants>
<operators> <operators>
@ -192,7 +198,7 @@
<return type="bool" /> <return type="bool" />
<param index="0" name="right" type="Transform3D" /> <param index="0" name="right" type="Transform3D" />
<description> <description>
Returns [code]true[/code] if the transforms are not equal. Returns [code]true[/code] if the components of both transforms are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description> </description>
</operator> </operator>
@ -200,70 +206,76 @@
<return type="AABB" /> <return type="AABB" />
<param index="0" name="right" type="AABB" /> <param index="0" name="right" type="AABB" />
<description> <description>
Transforms (multiplies) the [AABB] by the given [Transform3D] matrix. Transforms (multiplies) the [AABB] by this transformation matrix.
</description> </description>
</operator> </operator>
<operator name="operator *"> <operator name="operator *">
<return type="PackedVector3Array" /> <return type="PackedVector3Array" />
<param index="0" name="right" type="PackedVector3Array" /> <param index="0" name="right" type="PackedVector3Array" />
<description> <description>
Transforms (multiplies) each element of the [Vector3] array by the given [Transform3D] matrix. Transforms (multiplies) every [Vector3] element of the given [PackedVector3Array] by this transformation matrix.
On larger arrays, this operation is much faster than transforming each [Vector3] individually.
</description> </description>
</operator> </operator>
<operator name="operator *"> <operator name="operator *">
<return type="Plane" /> <return type="Plane" />
<param index="0" name="right" type="Plane" /> <param index="0" name="right" type="Plane" />
<description> <description>
Transforms (multiplies) the [Plane] by the given [Transform3D] transformation matrix. Transforms (multiplies) the [Plane] by this transformation matrix.
</description> </description>
</operator> </operator>
<operator name="operator *"> <operator name="operator *">
<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="right" type="Transform3D" /> <param index="0" name="right" type="Transform3D" />
<description> <description>
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) this transform by the [param right] transform.
This is the operation performed between parent and child [Node3D]s.
[b]Note:[/b] If you need to only modify one attribute of this transform, consider using one of the following methods, instead:
- For translation, see [method translated] or [method translated_local].
- For rotation, see [method rotated] or [method rotated_local].
- For scale, see [method scaled] or [method scaled_local].
</description> </description>
</operator> </operator>
<operator name="operator *"> <operator name="operator *">
<return type="Vector3" /> <return type="Vector3" />
<param index="0" name="right" type="Vector3" /> <param index="0" name="right" type="Vector3" />
<description> <description>
Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix. Transforms (multiplies) the [Vector3] by this transformation matrix.
</description> </description>
</operator> </operator>
<operator name="operator *"> <operator name="operator *">
<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="right" type="float" /> <param index="0" name="right" type="float" />
<description> <description>
This operator multiplies all components of the [Transform3D], including the [member origin] vector, which scales it uniformly. Multiplies all components of the [Transform3D] by the given [float], including the [member origin]. This affects the transform's scale uniformly, also resizing the [member basis].
</description> </description>
</operator> </operator>
<operator name="operator *"> <operator name="operator *">
<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="right" type="int" /> <param index="0" name="right" type="int" />
<description> <description>
This operator multiplies all components of the [Transform3D], including the [member origin] vector, which scales it uniformly. Multiplies all components of the [Transform3D] by the given [int], including the [member origin]. This affects the transform's scale uniformly, also resizing the [member basis].
</description> </description>
</operator> </operator>
<operator name="operator /"> <operator name="operator /">
<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="right" type="float" /> <param index="0" name="right" type="float" />
<description> <description>
This operator divides all components of the [Transform3D], including the [member origin] vector, which inversely scales it uniformly. Divides all components of the [Transform3D] by the given [float], including the [member origin]. This affects the transform's scale uniformly, also resizing the [member basis].
</description> </description>
</operator> </operator>
<operator name="operator /"> <operator name="operator /">
<return type="Transform3D" /> <return type="Transform3D" />
<param index="0" name="right" type="int" /> <param index="0" name="right" type="int" />
<description> <description>
This operator divides all components of the [Transform3D], including the [member origin] vector, which inversely scales it uniformly. Divides all components of the [Transform3D] by the given [int], including the [member origin]. This affects the transform's scale uniformly, also resizing the [member basis].
</description> </description>
</operator> </operator>
<operator name="operator =="> <operator name="operator ==">
<return type="bool" /> <return type="bool" />
<param index="0" name="right" type="Transform3D" /> <param index="0" name="right" type="Transform3D" />
<description> <description>
Returns [code]true[/code] if the transforms are exactly equal. Returns [code]true[/code] if the components of both transforms are exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description> </description>
</operator> </operator>