Basis¶
A 3×3 matrix for representing 3D rotation and scale.
Description¶
A 3×3 matrix used for representing 3D rotation and scale. Usually used as an orthogonal basis for a Transform3D.
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).
Basis can also be accessed as an array of 3D vectors. These vectors are usually orthogonal to each other, but are not necessarily normalized (due to scaling).
For more information, read the "Matrices and transforms" documentation article.
Note
There are notable differences when using this API with C#. See C# API differences to GDScript for more information.
Tutorials¶
Properties¶
|
||
|
||
|
Constructors¶
Basis ( ) |
|
Basis ( Quaternion from ) |
|
Methods¶
determinant ( ) const |
|
from_euler ( Vector3 euler, int order=2 ) static |
|
from_scale ( Vector3 scale ) static |
|
get_rotation_quaternion ( ) const |
|
get_scale ( ) const |
|
inverse ( ) const |
|
is_equal_approx ( Basis b ) const |
|
is_finite ( ) const |
|
looking_at ( Vector3 target, Vector3 up=Vector3(0, 1, 0), bool use_model_front=false ) static |
|
orthonormalized ( ) const |
|
transposed ( ) const |