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200 lines
9.0 KiB
XML
200 lines
9.0 KiB
XML
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Basis" version="3.5">
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<brief_description>
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3×3 matrix datatype.
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</brief_description>
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<description>
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3×3 matrix used for 3D rotation and scale. Almost always used as an orthogonal basis for a Transform.
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Contains 3 vector fields X, Y and Z as its columns, which are typically interpreted as the local basis vectors of a transformation. For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S).
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Can also be accessed as array of 3D vectors. These vectors are normally orthogonal to each other, but are not necessarily normalized (due to scaling).
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For more information, read the "Matrices and transforms" documentation article.
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</description>
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<tutorials>
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<link title="Math tutorial index">$DOCS_URL/tutorials/math/index.html</link>
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<link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.html</link>
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<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html</link>
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<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link>
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<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
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<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
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<link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link>
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</tutorials>
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<methods>
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<method name="Basis">
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<return type="Basis" />
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<argument index="0" name="from" type="Quat" />
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<description>
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Constructs a pure rotation basis matrix from the given quaternion.
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</description>
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</method>
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<method name="Basis">
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<return type="Basis" />
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<argument index="0" name="from" type="Vector3" />
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<description>
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Constructs a pure rotation basis matrix from the given Euler angles (in the YXZ convention: when *composing*, first Y, then X, and Z last), given in the vector format as (X angle, Y angle, Z angle).
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Consider using the [Quat] constructor instead, which uses a quaternion instead of Euler angles.
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</description>
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</method>
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<method name="Basis">
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<return type="Basis" />
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<argument index="0" name="axis" type="Vector3" />
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<argument index="1" name="phi" type="float" />
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<description>
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Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector.
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</description>
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</method>
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<method name="Basis">
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<return type="Basis" />
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<argument index="0" name="x_axis" type="Vector3" />
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<argument index="1" name="y_axis" type="Vector3" />
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<argument index="2" name="z_axis" type="Vector3" />
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<description>
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Constructs a basis matrix from 3 axis vectors (matrix columns).
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</description>
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</method>
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<method name="determinant">
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<return type="float" />
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<description>
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Returns the determinant of the basis matrix. If the basis is uniformly scaled, its determinant is the square of the scale.
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A negative determinant means the basis has a negative scale. A zero determinant means the basis isn't invertible, and is usually considered invalid.
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</description>
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</method>
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<method name="get_euler">
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<return type="Vector3" />
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<description>
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Returns the basis's rotation in the form of Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
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Consider using the [method get_rotation_quat] method instead, which returns a [Quat] quaternion instead of Euler angles.
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</description>
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</method>
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<method name="get_orthogonal_index">
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<return type="int" />
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<description>
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This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the [GridMap] editor. For further details, refer to the Godot source code.
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</description>
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</method>
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<method name="get_rotation_quat">
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<return type="Quat" />
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<description>
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Returns the basis's rotation in the form of a quaternion. See [method get_euler] if you need Euler angles, but keep in mind quaternions should generally be preferred to Euler angles.
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</description>
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</method>
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<method name="get_scale">
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<return type="Vector3" />
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<description>
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Assuming that the matrix is the combination of a rotation and scaling, return the absolute value of scaling factors along each axis.
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</description>
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</method>
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<method name="inverse">
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<return type="Basis" />
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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="is_equal_approx">
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<return type="bool" />
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<argument index="0" name="b" type="Basis" />
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<argument index="1" name="epsilon" type="float" default="1e-05" />
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<description>
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Returns [code]true[/code] if this basis and [code]b[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
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[b]Note:[/b] For complicated reasons, the epsilon argument is always discarded. Don't use the epsilon argument, it does nothing.
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</description>
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</method>
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<method name="orthonormalized">
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<return type="Basis" />
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<description>
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Returns the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error for orthogonal matrices). This performs a Gram-Schmidt orthonormalization on the basis of the matrix.
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</description>
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</method>
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<method name="rotated">
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<return type="Basis" />
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<argument index="0" name="axis" type="Vector3" />
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<argument index="1" name="phi" type="float" />
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<description>
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Introduce an additional rotation around the given axis by phi (radians). The axis must be a normalized vector.
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</description>
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</method>
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<method name="scaled">
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<return type="Basis" />
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<argument index="0" name="scale" type="Vector3" />
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<description>
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Introduce an additional scaling specified by the given 3D scaling factor.
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</description>
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</method>
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<method name="slerp">
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<return type="Basis" />
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<argument index="0" name="to" type="Basis" />
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<argument index="1" name="weight" type="float" />
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<description>
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Assuming that the matrix is a proper rotation matrix, slerp performs a spherical-linear interpolation with another rotation matrix.
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</description>
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</method>
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<method name="tdotx">
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<return type="float" />
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<argument index="0" name="with" type="Vector3" />
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<description>
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Transposed dot product with the X axis of the matrix.
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</description>
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</method>
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<method name="tdoty">
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<return type="float" />
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<argument index="0" name="with" type="Vector3" />
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<description>
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Transposed dot product with the Y axis of the matrix.
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</description>
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</method>
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<method name="tdotz">
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<return type="float" />
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<argument index="0" name="with" type="Vector3" />
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<description>
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Transposed dot product with the Z axis of the matrix.
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</description>
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</method>
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<method name="transposed">
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<return type="Basis" />
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<description>
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Returns the transposed version of the matrix.
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</description>
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</method>
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<method name="xform">
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<return type="Vector3" />
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<argument index="0" name="v" type="Vector3" />
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<description>
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Returns a vector transformed (multiplied) by the matrix.
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</description>
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</method>
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<method name="xform_inv">
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<return type="Vector3" />
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<argument index="0" name="v" type="Vector3" />
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<description>
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Returns a vector transformed (multiplied) by the transposed basis matrix.
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[b]Note:[/b] This results in a multiplication by the inverse of the matrix only if it represents a rotation-reflection.
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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="x" type="Vector3" setter="" getter="" default="Vector3( 1, 0, 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="Vector3" setter="" getter="" default="Vector3( 0, 1, 0 )">
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The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
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</member>
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<member name="z" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 1 )">
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The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/code].
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</member>
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</members>
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<constants>
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<constant name="IDENTITY" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )">
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The identity basis, with no rotation or scaling applied.
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This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer, and for consistency with C#.
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</constant>
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<constant name="FLIP_X" value="Basis( -1, 0, 0, 0, 1, 0, 0, 0, 1 )">
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The basis that will flip something along the X axis when used in a transformation.
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</constant>
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<constant name="FLIP_Y" value="Basis( 1, 0, 0, 0, -1, 0, 0, 0, 1 )">
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The basis that will flip something along the Y axis when used in a transformation.
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</constant>
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<constant name="FLIP_Z" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, -1 )">
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The basis that will flip something along the Z axis when used in a transformation.
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</constant>
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</constants>
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</class>
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