mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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298 lines
12 KiB
XML
298 lines
12 KiB
XML
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Transform" version="4.2">
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<brief_description>
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3D transformation (3×4 matrix).
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</brief_description>
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<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).
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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">$DOCS_URL/tutorials/math/index.md</link>
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<link title="Matrices and transforms">$DOCS_URL/tutorials/math/matrices_and_transforms.md</link>
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<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.md</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="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="Transform">
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<return type="Transform" />
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<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>
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</method>
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<method name="Transform">
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<return type="Transform" />
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<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>
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</method>
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<method name="Transform">
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<return type="Transform" />
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<argument index="0" name="from" type="Quaternion" />
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<description>
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Constructs a Transform from a [Quaternion]. The origin will be [code]Vector3(0, 0, 0)[/code].
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</description>
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</method>
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<method name="Transform">
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<return type="Transform" />
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<argument index="0" name="basis" type="Basis" />
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<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>
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</method>
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<method name="Transform">
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<return type="Transform" />
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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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<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>
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</method>
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<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>
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</method>
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<method name="affine_invert">
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<description>
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</description>
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</method>
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<method name="get_basis">
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<return type="Basis" />
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<description>
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</description>
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</method>
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<method name="get_origin">
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<return type="Vector3" />
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<description>
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</description>
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</method>
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<method name="interpolate_with">
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<return type="Transform" />
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<argument index="0" name="transform" type="Transform" />
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<argument index="1" name="weight" type="float" />
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<description>
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Returns a transform interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0).
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</description>
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</method>
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<method name="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 and translation (no scaling, use [method affine_inverse] for transforms with scaling).
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</description>
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</method>
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<method name="invert">
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<description>
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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="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>
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</method>
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<method name="looking_at">
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<return type="Transform" />
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<argument index="0" name="target" type="Vector3" />
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<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.
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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.
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Operations take place in global space.
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</description>
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</method>
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<method name="orthogonalize">
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<description>
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</description>
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</method>
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<method name="orthogonalized">
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<return type="Transform" />
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<description>
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</description>
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</method>
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<method name="orthonormalize">
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<description>
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</description>
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</method>
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<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 (scale of 1 or -1).
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</description>
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</method>
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<method name="rotate">
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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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</description>
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</method>
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<method name="rotate_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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</description>
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</method>
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<method name="rotate_local">
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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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</description>
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</method>
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<method name="rotated">
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<return type="Transform" />
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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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Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians).
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The [code]axis[/code] must be a normalized vector.
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This method is an optimized version of multiplying the given transform [code]X[/code]
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with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
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This can be seen as transforming with respect to the global/parent frame.
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</description>
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</method>
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<method name="rotated_local">
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<return type="Transform" />
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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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Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians).
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The [code]axis[/code] must be a normalized vector.
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This method is an optimized version of multiplying the given transform [code]X[/code]
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with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
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This can be seen as transforming with respect to the local frame.
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</description>
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</method>
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<method name="scale">
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<argument index="0" name="scale" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="scale_basis">
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<argument index="0" name="scale" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="scaled">
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<return type="Transform" />
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<argument index="0" name="scale" type="Vector3" />
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<description>
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Returns a copy of the transform scaled by the given [code]scale[/code] factor.
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This method is an optimized version of multiplying the given transform [code]X[/code]
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with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
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This can be seen as transforming with respect to the global/parent frame.
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</description>
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</method>
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<method name="scaled_local">
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<return type="Transform" />
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<argument index="0" name="scale" type="Vector3" />
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<description>
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Returns a copy of the transform scaled by the given [code]scale[/code] factor.
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This method is an optimized version of multiplying the given transform [code]X[/code]
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with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
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This can be seen as transforming with respect to the local frame.
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</description>
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</method>
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<method name="set_basis">
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<argument index="0" name="basis" type="Basis" />
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<description>
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</description>
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</method>
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<method name="set_look_at">
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<argument index="0" name="eye" type="Vector3" />
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<argument index="1" name="target" type="Vector3" />
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<argument index="2" name="up" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="set_origin">
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<argument index="0" name="origin" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="spherical_interpolate_with">
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<return type="Transform" />
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<argument index="0" name="transform" type="Transform" />
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<argument index="1" name="c" type="float" />
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<description>
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</description>
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</method>
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<method name="translate_localr">
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<argument index="0" name="tx" type="float" />
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<argument index="1" name="ty" type="float" />
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<argument index="2" name="tz" type="float" />
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<description>
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</description>
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</method>
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<method name="translate_localv">
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<argument index="0" name="scale" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="translated">
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<return type="Transform" />
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<argument index="0" name="translation" type="Vector3" />
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<description>
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Returns a copy of the transform translated by the given [code]offset[/code].
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This method is an optimized version of multiplying the given transform [code]X[/code]
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with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
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This can be seen as transforming with respect to the global/parent frame.
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</description>
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</method>
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<method name="translated_local">
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<return type="Transform" />
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<argument index="0" name="offset" type="Vector3" />
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<description>
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Returns a copy of the transform translated by the given [code]offset[/code].
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This method is an optimized version of multiplying the given transform [code]X[/code]
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with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
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This can be seen as transforming with respect to the local frame.
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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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<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>
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</method>
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<method name="xform_inv">
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<return type="Variant" />
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<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, under the assumption that the transformation is composed of rotation and translation (no scaling). Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For affine transformations (e.g. with scaling) see [method affine_inverse] method.
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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="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.
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</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>
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</members>
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<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>
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<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>
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</class>
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