Basis

A 3×3 matrix for representing 3D rotation and scale.

描述

The Basis built-in Variant type is a 3×3 matrix used to represent 3D rotation, scale, and shear. It is frequently used within a Transform3D.

A Basis is composed by 3 axis vectors, each representing a column of the matrix: x, y, and z. The length of each axis (Vector3.length) influences the basis's scale, while the direction of all axes influence the rotation. Usually, these axes are perpendicular to one another. However, when you rotate any axis individually, the basis becomes sheared. Applying a sheared basis to a 3D model will make the model appear distorted.

A Basis is orthogonal if its axes are perpendicular to each other. A basis is normalized if the length of every axis is 1. A basis is uniform if all axes share the same length (see get_scale). A basis is orthonormal if it is both orthogonal and normalized, which allows it to only represent rotations. A basis is conformal if it is both orthogonal and uniform, which ensures it is not distorted.

For a general introduction, see the Matrices and transforms tutorial.

Note: Godot uses a right-handed coordinate system, which is a common standard. For directions, the convention for built-in types like Camera3D is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the 3D asset direction conventions tutorial.

Note: The basis matrices are exposed as column-major order, which is the same as OpenGL. However, they are stored internally in row-major order, which is the same as DirectX.

通过 C# 使用该 API 时会有显著不同,详见 :ref:doc_c_sharp_differences\ 。

属性

构造函数

BasisBasis ( )
BasisBasis ( from: Basis )
BasisBasis ( axis: Vector3, angle: float )
BasisBasis ( from: Quaternion )
BasisBasis ( x_axis: Vector3, y_axis: Vector3, z_axis: Vector3 )

方法

floatdeterminant ( ) const1
Basisfrom_euler ( euler: Vector3, order: int = 2 ) static2
Basisfrom_scale ( scale: Vector3 ) static2
Vector3get_euler ( order: int = 2 ) const1
Quaternionget_rotation_quaternion ( ) const1
Vector3get_scale ( ) const1
Basisinverse ( ) const1
boolis_conformal ( ) const1
boolis_equal_approx ( b: Basis ) const1
boolis_finite ( ) const1
Basislooking_at ( target: Vector3, up: Vector3 = Vector3(0, 1, 0), use_model_front: bool = false ) static2
Basisorthonormalized ( ) const1
Basisrotated ( axis: Vector3, angle: float ) const1
Basisscaled ( scale: Vector3 ) const1
Basisslerp ( to: Basis, weight: float ) const1
floattdotx ( with: Vector3 ) const1
floattdoty ( with: Vector3 ) const1
floattdotz ( with: Vector3 ) const1
Basistransposed ( ) const1

运算符


常量

IDENTITY = Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)

The identity basis. This is a basis with no rotation, no shear, and its scale being 1. This means that:


    var basis := Basis.IDENTITY
    print("| X | Y | Z")
    print("| %s | %s | %s" % [basis.x.x, basis.y.x, basis.z.x])
    print("| %s | %s | %s" % [basis.x.y, basis.y.y, basis.z.y])
    print("| %s | %s | %s" % [basis.x.z, basis.y.z, basis.z.z])
    # Prints:
    # | X | Y | Z
    # | 1 | 0 | 0
    # | 0 | 1 | 0
    # | 0 | 0 | 1

This is identical to creating Basis without any parameters. This constant can be used to make your code clearer, and for consistency with C#.

FLIP_X = Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1)

When any basis is multiplied by FLIP_X, it negates all components of the x axis (the X column).

When FLIP_X is multiplied by any basis, it negates the Vector3.x component of all axes (the X row).

FLIP_Y = Basis(1, 0, 0, 0, -1, 0, 0, 0, 1)

When any basis is multiplied by FLIP_Y, it negates all components of the y axis (the Y column).

When FLIP_Y is multiplied by any basis, it negates the Vector3.y component of all axes (the Y row).

FLIP_Z = Basis(1, 0, 0, 0, 1, 0, 0, 0, -1)

When any basis is multiplied by FLIP_Z, it negates all components of the z axis (the Z column).

When FLIP_Z is multiplied by any basis, it negates the Vector3.z component of all axes (the Z row).


属性说明

Vector3 x = Vector3(1, 0, 0)

The basis's X axis, and the column 0 of the matrix.

On the identity basis, this vector points right (Vector3.RIGHT).


Vector3 y = Vector3(0, 1, 0)

The basis's Y axis, and the column 1 of the matrix.

On the identity basis, this vector points up (Vector3.UP).


Vector3 z = Vector3(0, 0, 1)

The basis's Z axis, and the column 2 of the matrix.

On the identity basis, this vector points back (Vector3.BACK).


构造函数说明

Basis Basis ( )

Constructs a Basis identical to the IDENTITY.


Basis Basis ( from: Basis )

Constructs a Basis as a copy of the given Basis.


Basis Basis ( axis: Vector3, angle: float )

Constructs a Basis that only represents rotation, rotated around the axis by the given angle, in radians. The axis must be a normalized vector.

Note: This is the same as using rotated on the IDENTITY basis. With more than one angle consider using from_euler, instead.


Basis Basis ( from: Quaternion )

Constructs a Basis that only represents rotation from the given Quaternion.

Note: Quaternions only store rotation, not scale. Because of this, conversions from Basis to Quaternion cannot always be reversed.


Basis Basis ( x_axis: Vector3, y_axis: Vector3, z_axis: Vector3 )

Constructs a Basis from 3 axis vectors. These are the columns of the basis matrix.


方法说明

float determinant ( ) const1

Returns the determinant of this basis's matrix. For advanced math, this number can be used to determine a few attributes:

  • If the determinant is exactly 0, the basis is not invertible (see inverse).

  • If the determinant is a negative number, the basis represents a negative scale.

Note: If the basis's scale is the same for every axis, its determinant is always that scale by the power of 2.


Basis from_euler ( euler: Vector3, order: int = 2 ) static2

Constructs a new Basis that only represents rotation from the given Vector3 of Euler angles, in radians.

  • The Vector3.x should contain the angle around the x axis (pitch).

  • The Vector3.y should contain the angle around the y axis (yaw).

  • The Vector3.z should contain the angle around the z axis (roll).


    # Creates a Basis whose z axis points down.
    var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))
    
    print(my_basis.z) # Prints (0, -1, 0).

    // Creates a Basis whose z axis points down.
    var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));
    
    GD.Print(myBasis.Z); // Prints (0, -1, 0).

The order of each consecutive rotation can be changed with order (see EulerOrder constants). By default, the YXZ convention is used (@GlobalScope.EULER_ORDER_YXZ): the basis rotates first around the Y axis (yaw), then X (pitch), and lastly Z (roll). When using the opposite method get_euler, this order is reversed.


Basis from_scale ( scale: Vector3 ) static2

Constructs a new Basis that only represents scale, with no rotation or shear, from the given scale vector.


    var my_basis = Basis.from_scale(Vector3(2, 4, 8))
    
    print(my_basis.x) # Prints (2, 0, 0).
    print(my_basis.y) # Prints (0, 4, 0).
    print(my_basis.z) # Prints (0, 0, 8).

    var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));
    
    GD.Print(myBasis.X); // Prints (2, 0, 0).
    GD.Print(myBasis.Y); // Prints (0, 4, 0).
    GD.Print(myBasis.Z); // Prints (0, 0, 8).

Note: In linear algebra, the matrix of this basis is also known as a diagonal matrix.


Vector3 get_euler ( order: int = 2 ) const1

Returns this basis's rotation as a Vector3 of Euler angles, in radians.

  • The Vector3.x contains the angle around the x axis (pitch);

  • The Vector3.y contains the angle around the y axis (yaw);

  • The Vector3.z contains the angle around the z axis (roll).

The order of each consecutive rotation can be changed with order (see EulerOrder constants). By default, the YXZ convention is used (@GlobalScope.EULER_ORDER_YXZ): Z (roll) is calculated first, then X (pitch), and lastly Y (yaw). When using the opposite method from_euler, this order is reversed.

Note: Euler angles are much more intuitive but are not suitable for 3D math. Because of this, consider using the get_rotation_quaternion method instead, which returns a Quaternion.

Note: In the Inspector dock, a basis's rotation is often displayed in Euler angles (in degrees), as is the case with the Node3D.rotation property.


Quaternion get_rotation_quaternion ( ) const1

Returns this basis's rotation as a Quaternion.

Note: Quatenions are much more suitable for 3D math but are less intuitive. For user interfaces, consider using the get_euler method, which returns Euler angles.


Vector3 get_scale ( ) const1

Returns the length of each axis of this basis, as a Vector3. If the basis is not sheared, this is the scaling factor. It is not affected by rotation.


    var my_basis = Basis(
        Vector3(2, 0, 0),
        Vector3(0, 4, 0),
        Vector3(0, 0, 8)
    )
    # Rotating the Basis in any way preserves its scale.
    my_basis = my_basis.rotated(Vector3.UP, TAU / 2)
    my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)
    
    print(my_basis.get_scale()) # Prints (2, 4, 8).

    var myBasis = new Basis(
        Vector3(2.0f, 0.0f, 0.0f),
        Vector3(0.0f, 4.0f, 0.0f),
        Vector3(0.0f, 0.0f, 8.0f)
    );
    // Rotating the Basis in any way preserves its scale.
    myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);
    myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);
    
    GD.Print(myBasis.Scale); // Prints (2, 4, 8).

Note: If the value returned by determinant is negative, the scale is also negative.


Basis inverse ( ) const1

Returns the inverse of this basis's matrix.


bool is_conformal ( ) const1

Returns true if this basis is conformal. A conformal basis is both orthogonal (the axes are perpendicular to each other) and uniform (the axes share the same length). This method can be especially useful during physics calculations.


bool is_equal_approx ( b: Basis ) const1

Returns true if this basis and b are approximately equal, by calling @GlobalScope.is_equal_approx on all vector components.


bool is_finite ( ) const1

Returns true if this basis is finite, by calling @GlobalScope.is_finite on all vector components.


Basis looking_at ( target: Vector3, up: Vector3 = Vector3(0, 1, 0), use_model_front: bool = false ) static2

Creates a new Basis with a rotation such that the forward axis (-Z) points towards the target position.

By default, the -Z axis (camera forward) is treated as forward (implies +X is right). If use_model_front is true, the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the target position.

The up axis (+Y) points as close to the up vector as possible while staying perpendicular to the forward axis. The returned basis is orthonormalized (see orthonormalized). The target and up vectors cannot be Vector3.ZERO, and cannot be parallel to each other.


Basis orthonormalized ( ) const1

Returns the orthonormalized version of this basis. An orthonormal basis is both orthogonal (the axes are perpendicular to each other) and normalized (the axes have a length of 1), which also means it can only represent rotation.

It is often useful to call this method to avoid rounding errors on a rotating basis:


    # Rotate this Node3D every frame.
    func _process(delta):
        basis = basis.rotated(Vector3.UP, TAU * delta)
        basis = basis.rotated(Vector3.RIGHT, TAU * delta)
    
        basis = basis.orthonormalized()

    // Rotate this Node3D every frame.
    public override void _Process(double delta)
    {
        Basis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)
                     .Rotated(Vector3.Right, Mathf.Tau * (float)delta)
                     .Orthonormalized();
    }

Basis rotated ( axis: Vector3, angle: float ) const1

Returns this basis rotated around the given axis by angle (in radians). The axis must be a normalized vector (see Vector3.normalized).

Positive values rotate this basis clockwise around the axis, while negative values rotate it counterclockwise.


    var my_basis = Basis.IDENTITY
    var angle = TAU / 2
    
    my_basis = my_basis.rotated(Vector3.UP, angle)    # Rotate around the up axis (yaw).
    my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right axis (pitch).
    my_basis = my_basis.rotated(Vector3.BACK, angle)  # Rotate around the back axis (roll).

    var myBasis = Basis.Identity;
    var angle = Mathf.Tau / 2.0f;
    
    myBasis = myBasis.Rotated(Vector3.Up, angle);    // Rotate around the up axis (yaw).
    myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right axis (pitch).
    myBasis = myBasis.Rotated(Vector3.Back, angle);  // Rotate around the back axis (roll).

Basis scaled ( scale: Vector3 ) const1

Returns this basis with each axis's components scaled by the given scale's components.

The basis matrix's rows are multiplied by scale's components. This operation is a global scale (relative to the parent).


    var my_basis = Basis(
        Vector3(1, 1, 1),
        Vector3(2, 2, 2),
        Vector3(3, 3, 3)
    )
    my_basis = my_basis.scaled(Vector3(0, 2, -2))
    
    print(my_basis.x) # Prints (0, 2, -2).
    print(my_basis.y) # Prints (0, 4, -4).
    print(my_basis.z) # Prints (0, 6, -6).

    var myBasis = new Basis(
        new Vector3(1.0f, 1.0f, 1.0f),
        new Vector3(2.0f, 2.0f, 2.0f),
        new Vector3(3.0f, 3.0f, 3.0f)
    );
    myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));
    
    GD.Print(myBasis.X); // Prints (0, 2, -2).
    GD.Print(myBasis.Y); // Prints (0, 4, -4).
    GD.Print(myBasis.Z); // Prints (0, 6, -6).

Basis slerp ( to: Basis, weight: float ) const1

Performs a spherical-linear interpolation with the to basis, given a weight. Both this basis and to should represent a rotation.

Example: Smoothly rotate a Node3D to the target basis over time, with a Tween.


    var start_basis = Basis.IDENTITY
    var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)
    
    func _ready():
        create_tween().tween_method(interpolate, 0.0, 1.0, 5.0).set_trans(Tween.TRANS_EXPO)
    
    func interpolate(weight):
        basis = start_basis.slerp(target_basis, weight)

float tdotx ( with: Vector3 ) const1

Returns the transposed dot product between with and the x axis (see transposed).

This is equivalent to basis.x.dot(vector).


float tdoty ( with: Vector3 ) const1

Returns the transposed dot product between with and the y axis (see transposed).

This is equivalent to basis.y.dot(vector).


float tdotz ( with: Vector3 ) const1

Returns the transposed dot product between with and the z axis (see transposed).

This is equivalent to basis.z.dot(vector).


Basis transposed ( ) const1

Returns the transposed version of this basis. This turns the basis matrix's columns into rows, and its rows into columns.


    var my_basis = Basis(
        Vector3(1, 2, 3),
        Vector3(4, 5, 6),
        Vector3(7, 8, 9)
    )
    my_basis = my_basis.transposed()
    
    print(my_basis.x) # Prints (1, 4, 7).
    print(my_basis.y) # Prints (2, 5, 8).
    print(my_basis.z) # Prints (3, 6, 9).

    var myBasis = new Basis(
        new Vector3(1.0f, 2.0f, 3.0f),
        new Vector3(4.0f, 5.0f, 6.0f),
        new Vector3(7.0f, 8.0f, 9.0f)
    );
    myBasis = myBasis.Transposed();
    
    GD.Print(myBasis.X); // Prints (1, 4, 7).
    GD.Print(myBasis.Y); // Prints (2, 5, 8).
    GD.Print(myBasis.Z); // Prints (3, 6, 9).

运算符说明

bool operator != ( right: Basis )

Returns true if the components of both Basis matrices are not equal.

Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.


Basis **operator *** ( right: Basis )

Transforms (multiplies) the right basis by this basis.

This is the operation performed between parent and child Node3D s.


Vector3 **operator *** ( right: Vector3 )

Transforms (multiplies) the right vector by this basis, returning a Vector3.


    # Basis that swaps the X/Z axes and doubles the scale.
    var my_basis = Basis(Vector3(0, 2, 0), Vector3(2, 0, 0), Vector3(0, 0, 2))
    print(my_basis * Vector3(1, 2, 3)) # Prints (4, 2, 6)

    // Basis that swaps the X/Z axes and doubles the scale.
    var myBasis = new Basis(new Vector3(0, 2, 0), new Vector3(2, 0, 0), new Vector3(0, 0, 2));
    GD.Print(myBasis * new Vector3(1, 2, 3)); // Prints (4, 2, 6)

Basis **operator *** ( right: float )

Multiplies all components of the Basis by the given float. This affects the basis's scale uniformly, resizing all 3 axes by the right value.


Basis **operator *** ( right: int )

Multiplies all components of the Basis by the given int. This affects the basis's scale uniformly, resizing all 3 axes by the right value.


Basis operator / ( right: float )

Divides all components of the Basis by the given float. This affects the basis's scale uniformly, resizing all 3 axes by the right value.


Basis operator / ( right: int )

Divides all components of the Basis by the given int. This affects the basis's scale uniformly, resizing all 3 axes by the right value.


bool operator == ( right: Basis )

Returns true if the components of both Basis matrices are exactly equal.

Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.


Vector3 operator [] ( index: int )

Accesses each axis (column) of this basis by their index. Index 0 is the same as x, index 1 is the same as y, and index 2 is the same as z.

Note: In C++, this operator accesses the rows of the basis matrix, not the columns. For the same behavior as scripting languages, use the set_column and get_column methods.

3

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

4

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

5

本方法用于构造某个类型。

2

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。