struct
Godot::Transform3D
- Godot::Transform3D
- Struct
- Value
- Object
Overview
A 3x4 matrix (Basis + origin) used for 3D affine transformations with 32-bit floating point precision.
Defined in:
libgodot/types/transform3d.crConstant Summary
-
FLIP_X =
Transform3D.new(Basis::FLIP_X, Vector3.new(0.0_f32, 0.0_f32, 0.0_f32)) -
FLIP_Y =
Transform3D.new(Basis::FLIP_Y, Vector3.new(0.0_f32, 0.0_f32, 0.0_f32)) -
FLIP_Z =
Transform3D.new(Basis::FLIP_Z, Vector3.new(0.0_f32, 0.0_f32, 0.0_f32)) -
IDENTITY =
Transform3D.new
Constructors
- .new(x : Vector3, y : Vector3, z : Vector3, origin : Vector3)
- .new(basis : Basis = Basis.new, origin : Vector3 = Vector3.new)
- .new(pointer : Pointer(Void))
Instance Method Summary
- #!=(other : Transform3D) : Bool
- #*(vec : Vector3) : Vector3
- #*(other : Transform3D) : Transform3D
- #==(other : Transform3D) : Bool
- #affine_inverse : Transform3D
- #basis : Basis
- #basis=(basis : Basis)
- #interpolate_with(other : Transform3D, weight : Number) : Transform3D
- #inverse : Transform3D
- #is_equal_approx(other : Transform3D) : Bool
- #looking_at(target : Vector3, up : Vector3 = Vector3::UP) : Transform3D
- #origin : Vector3
- #origin=(origin : Vector3)
- #orthonormalized : Transform3D
- #rotated(axis : Vector3, angle : Number) : Transform3D
- #scaled(scale : Vector3) : Transform3D
-
#to_s(io : IO) : Void
Same as
#inspect(io). - #translated(offset : Vector3) : Transform3D