2d20fc39aa
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
194 lines
6.4 KiB
XML
194 lines
6.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Transform2D" version="3.2">
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<brief_description>
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2D transformation (3×2 matrix).
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</brief_description>
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<description>
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Represents one or many transformations in 2D space such as translation, rotation, or scaling. It consists of two [member x] and [member y] [Vector2]s and an [member origin]. It is similar to a 3×2 matrix.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="Transform2D">
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<return type="Transform2D">
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</return>
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<argument index="0" name="from" type="Transform">
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</argument>
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<description>
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Constructs the transform from a 3D [Transform].
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</description>
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</method>
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<method name="Transform2D">
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<return type="Transform2D">
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</return>
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<argument index="0" name="x_axis" type="Vector2">
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</argument>
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<argument index="1" name="y_axis" type="Vector2">
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</argument>
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<argument index="2" name="origin" type="Vector2">
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</argument>
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<description>
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Constructs the transform from 3 [Vector2]s representing x, y, and origin.
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</description>
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</method>
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<method name="Transform2D">
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<return type="Transform2D">
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</return>
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<argument index="0" name="rotation" type="float">
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</argument>
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<argument index="1" name="position" type="Vector2">
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</argument>
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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>
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</method>
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<method name="affine_inverse">
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<return type="Transform2D">
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</return>
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<description>
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Returns the inverse of the matrix.
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</description>
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</method>
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<method name="basis_xform">
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<return type="Vector2">
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</return>
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<argument index="0" name="v" type="Vector2">
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</argument>
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<description>
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Transforms the given vector by this transform's basis (no translation).
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</description>
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</method>
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<method name="basis_xform_inv">
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<return type="Vector2">
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</return>
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<argument index="0" name="v" type="Vector2">
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</argument>
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<description>
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Inverse-transforms the given vector by this transform's basis (no translation).
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</description>
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</method>
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<method name="get_origin">
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<return type="Vector2">
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</return>
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<description>
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Returns the transform's origin (translation).
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</description>
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</method>
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<method name="get_rotation">
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<return type="float">
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</return>
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<description>
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Returns the transform's rotation (in radians).
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</description>
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</method>
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<method name="get_scale">
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<return type="Vector2">
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</return>
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<description>
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Returns the scale.
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</description>
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</method>
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<method name="interpolate_with">
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<return type="Transform2D">
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</return>
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<argument index="0" name="transform" type="Transform2D">
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</argument>
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<argument index="1" name="weight" type="float">
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</argument>
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<description>
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Returns a transform interpolated between this transform and another by a given weight (0-1).
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</description>
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</method>
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<method name="inverse">
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<return type="Transform2D">
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</return>
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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 affine_inverse for transforms with scaling).
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</description>
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</method>
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<method name="is_equal_approx">
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<return type="bool">
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</return>
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<argument index="0" name="transform" type="Transform2D">
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</argument>
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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>
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</method>
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<method name="orthonormalized">
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<return type="Transform2D">
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</return>
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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>
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</method>
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<method name="rotated">
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<return type="Transform2D">
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</return>
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<argument index="0" name="phi" type="float">
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</argument>
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<description>
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Rotates the transform by the given angle (in radians), using matrix multiplication.
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</description>
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</method>
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<method name="scaled">
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<return type="Transform2D">
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</return>
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<argument index="0" name="scale" type="Vector2">
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</argument>
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<description>
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Scales the transform by the given scale factor, using matrix multiplication.
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</description>
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</method>
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<method name="translated">
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<return type="Transform2D">
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</return>
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<argument index="0" name="offset" type="Vector2">
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</argument>
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<description>
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Translates the transform by the given offset, 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>
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</method>
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<method name="xform">
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<return type="Variant">
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</return>
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<argument index="0" name="v" type="Variant">
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</argument>
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<description>
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Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this transform.
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</description>
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</method>
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<method name="xform_inv">
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<return type="Variant">
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</return>
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<argument index="0" name="v" type="Variant">
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</argument>
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<description>
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Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this transform.
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</description>
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</method>
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</methods>
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<members>
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<member name="origin" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )">
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The transform's translation offset.
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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 X axis of 2×2 basis matrix containing 2 [Vector2]s as its columns: X axis and Y axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object.
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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 Y axis of 2×2 basis matrix containing 2 [Vector2]s as its columns: X axis and Y axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object.
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</member>
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</members>
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<constants>
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<constant name="IDENTITY" value="Transform2D( 1, 0, 0, 1, 0, 0 )">
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[Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
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</constant>
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<constant name="FLIP_X" value="Transform2D( -1, 0, 0, 1, 0, 0 )">
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[Transform2D] with mirroring applied parallel to the X axis.
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</constant>
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<constant name="FLIP_Y" value="Transform2D( 1, 0, 0, -1, 0, 0 )">
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[Transform2D] with mirroring applied parallel to the Y axis.
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</constant>
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</constants>
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</class>
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