Basis

3×3 matrix datatype.

Description

3×3 matrix used for 3D rotation and scale. Almost always used as an orthogonal basis for a Transform.

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).

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).

For more information, read the “Matrices and transforms” documentation article.

Tutorials

Properties

Vector3

x

Vector3( 1, 0, 0 )

Vector3

y

Vector3( 0, 1, 0 )

Vector3

z

Vector3( 0, 0, 1 )

Methods

Basis

Basis ( Quat from )

Basis

Basis ( Vector3 from )

Basis

Basis ( Vector3 axis, float phi )

Basis

Basis ( Vector3 x_axis, Vector3 y_axis, Vector3 z_axis )

float

determinant ( )

Vector3

get_euler ( )

int

get_orthogonal_index ( )

Quat

get_rotation_quat ( )

Vector3

get_scale ( )

Basis

inverse ( )

bool

is_equal_approx ( Basis b, float epsilon=1e-05 )

Basis

orthonormalized ( )

Basis

rotated ( Vector3 axis, float phi )

Basis

scaled ( Vector3 scale )

Basis

slerp ( Basis to, float weight )

float

tdotx ( Vector3 with )

float

tdoty ( Vector3 with )

float

tdotz ( Vector3 with )

Basis

transposed ( )

Vector3

xform ( Vector3 v )

Vector3

xform_inv ( Vector3 v )

Constants

  • IDENTITY = Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 ) —- The identity basis, with no rotation or scaling applied.

This is identical to calling 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 ) —- The basis that will flip something along the X axis when used in a transformation.

  • FLIP_Y = Basis( 1, 0, 0, 0, -1, 0, 0, 0, 1 ) —- The basis that will flip something along the Y axis when used in a transformation.

  • FLIP_Z = Basis( 1, 0, 0, 0, 1, 0, 0, 0, -1 ) —- The basis that will flip something along the Z axis when used in a transformation.

Property Descriptions

Default

Vector3( 1, 0, 0 )

The basis matrix’s X vector (column 0). Equivalent to array index 0.


Default

Vector3( 0, 1, 0 )

The basis matrix’s Y vector (column 1). Equivalent to array index 1.


Default

Vector3( 0, 0, 1 )

The basis matrix’s Z vector (column 2). Equivalent to array index 2.

Method Descriptions

Constructs a pure rotation basis matrix from the given quaternion.


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).

Consider using the Quat constructor instead, which uses a quaternion instead of Euler angles.


Constructs a pure rotation basis matrix, rotated around the given axis by phi, in radians. The axis must be a normalized vector.


Constructs a basis matrix from 3 axis vectors (matrix columns).


Returns the determinant of the basis matrix. If the basis is uniformly scaled, its determinant is the square of the scale.

A negative determinant means the basis has a negative scale. A zero determinant means the basis isn’t invertible, and is usually considered invalid.


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).

Consider using the get_rotation_quat method instead, which returns a Quat quaternion instead of Euler angles.


  • int get_orthogonal_index ( )

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.


  • Quat get_rotation_quat ( )

Returns the basis’s rotation in the form of a quaternion. See get_euler if you need Euler angles, but keep in mind quaternions should generally be preferred to Euler angles.


Assuming that the matrix is the combination of a rotation and scaling, return the absolute value of scaling factors along each axis.


Returns the inverse of the matrix.


Returns true if this basis and b are approximately equal, by calling is_equal_approx on each component.

Note: For complicated reasons, the epsilon argument is always discarded. Don’t use the epsilon argument, it does nothing.


  • Basis orthonormalized ( )

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.


Introduce an additional rotation around the given axis by phi (radians). The axis must be a normalized vector.


Introduce an additional scaling specified by the given 3D scaling factor.


Assuming that the matrix is a proper rotation matrix, slerp performs a spherical-linear interpolation with another rotation matrix.


Transposed dot product with the X axis of the matrix.


Transposed dot product with the Y axis of the matrix.


Transposed dot product with the Z axis of the matrix.


Returns the transposed version of the matrix.


Returns a vector transformed (multiplied) by the matrix.


Returns a vector transformed (multiplied) by the transposed basis matrix.

Note: This results in a multiplication by the inverse of the matrix only if it represents a rotation-reflection.