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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Transform" version= "3.5" >
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<brief_description >
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3D transformation (3× 4 matrix).
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</brief_description>
<description >
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3× 4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a [member basis] (first 3 columns) and a [Vector3] for the [member origin] (last column).
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" > https://docs.godotengine.org/en/3.4/tutorials/math/index.html</link>
<link title= "Matrices and transforms" > https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms.html</link>
<link title= "Using 3D transforms" > https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html</link>
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<link title= "Matrix Transform Demo" > https://godotengine.org/asset-library/asset/584</link>
<link title= "3D Platformer Demo" > https://godotengine.org/asset-library/asset/125</link>
<link title= "2.5D Demo" > https://godotengine.org/asset-library/asset/583</link>
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</tutorials>
<methods >
<method name= "Transform" >
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<return type= "Transform" />
<argument index= "0" name= "x_axis" type= "Vector3" />
<argument index= "1" name= "y_axis" type= "Vector3" />
<argument index= "2" name= "z_axis" type= "Vector3" />
<argument index= "3" name= "origin" type= "Vector3" />
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<description >
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Constructs a Transform from four [Vector3] values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled).
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</description>
</method>
<method name= "Transform" >
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<return type= "Transform" />
<argument index= "0" name= "basis" type= "Basis" />
<argument index= "1" name= "origin" type= "Vector3" />
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<description >
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Constructs a Transform from a [Basis] and [Vector3].
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</description>
</method>
<method name= "Transform" >
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<return type= "Transform" />
<argument index= "0" name= "from" type= "Transform2D" />
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<description >
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Constructs a Transform from a [Transform2D].
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</description>
</method>
<method name= "Transform" >
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<return type= "Transform" />
<argument index= "0" name= "from" type= "Quat" />
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<description >
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Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, 0)[/code].
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</description>
</method>
<method name= "Transform" >
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<return type= "Transform" />
<argument index= "0" name= "from" type= "Basis" />
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<description >
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Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0).
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</description>
</method>
<method name= "affine_inverse" >
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<return type= "Transform" />
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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= "interpolate_with" >
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<return type= "Transform" />
<argument index= "0" name= "transform" type= "Transform" />
<argument index= "1" name= "weight" type= "float" />
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<description >
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Interpolates the transform to other Transform by weight amount (on the range of 0.0 to 1.0).
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</description>
</method>
<method name= "inverse" >
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<return type= "Transform" />
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<description >
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).
</description>
</method>
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<method name= "is_equal_approx" >
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<return type= "bool" />
<argument index= "0" name= "transform" type= "Transform" />
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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= "looking_at" >
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<return type= "Transform" />
<argument index= "0" name= "target" type= "Vector3" />
<argument index= "1" name= "up" type= "Vector3" />
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<description >
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Returns a copy of the transform rotated such that its -Z axis points towards the [code]target[/code] position.
The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors.
Operations take place in global space.
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</description>
</method>
<method name= "orthonormalized" >
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<return type= "Transform" />
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<description >
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Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors.
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</description>
</method>
<method name= "rotated" >
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<return type= "Transform" />
<argument index= "0" name= "axis" type= "Vector3" />
<argument index= "1" name= "phi" type= "float" />
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<description >
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Rotates the transform around the given axis by the given angle (in radians), using matrix multiplication. The axis must be a normalized vector.
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</description>
</method>
<method name= "scaled" >
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<return type= "Transform" />
<argument index= "0" name= "scale" type= "Vector3" />
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<description >
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Scales basis and origin of the transform by the given scale factor, using matrix multiplication.
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</description>
</method>
<method name= "translated" >
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<return type= "Transform" />
<argument index= "0" name= "offset" type= "Vector3" />
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<description >
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Translates the transform by the given offset, relative to the transform's basis vectors.
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 [Vector3], [Plane], [AABB], or [PoolVector3Array] 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 [Vector3], [Plane], [AABB], or [PoolVector3Array] by this transform.
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</description>
</method>
</methods>
<members >
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<member name= "basis" type= "Basis" setter= "" getter= "" default= "Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )" >
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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.
</member>
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<member name= "origin" type= "Vector3" setter= "" getter= "" default= "Vector3( 0, 0, 0 )" >
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The translation offset of the transform (column 3, the fourth column). Equivalent to array index [code]3[/code].
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</member>
</members>
<constants >
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<constant name= "IDENTITY" value= "Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )" >
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[Transform] 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= "Transform( -1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )" >
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[Transform] with mirroring applied perpendicular to the YZ plane.
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</constant>
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<constant name= "FLIP_Y" value= "Transform( 1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0 )" >
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[Transform] with mirroring applied perpendicular to the XZ plane.
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</constant>
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<constant name= "FLIP_Z" value= "Transform( 1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0 )" >
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[Transform] with mirroring applied perpendicular to the XY plane.
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</constant>
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</constants>
</class>