struct Transform

in global

A struct containing a position, rotation and scale. This is commonly used in engine to describe entity position, bone position and scene object position.


public static Transform Zero

Represents a zero transform, that being, a transform with scale of 1, position of and rotation of .

public Vector3 Position

Position of the transform.

public Vector3 Scale

Scale of the transform. Does not itself scale or .

public float UniformScale { get; set; }

A uniform scale component. Generally the scale is uniform, and we'll just access the .x component.

public Rotation Rotation

Rotation of this transform.

public bool IsValid { get; }

Returns true if position, scale and rotation are valid

public Vector3 PointToLocal( ref Vector3 worldPoint )

Convert a point in world space to a point in this transform's local space

public Vector3 NormalToLocal( ref Vector3 worldNormal )

Convert a world normal to a local normal

public Rotation RotationToLocal( ref Rotation worldRot )

Convert a world rotation to a local rotation

public Vector3 PointToWorld( ref Vector3 localPoint )

Convert a point in this transform's local space to a point in world space

public Vector3 NormalToWorld( ref Vector3 localNormal )

Convert a local normal to a world normal

public Rotation RotationToWorld( ref Rotation localRotation )

Convert a local rotation to a world rotation

public Transform ToLocal( ref Transform child )

Convert child transform from the world to a local transform

public Transform ToWorld( ref Transform child )

Convert child transform from local to the world

public static Transform Lerp( ref Transform a, ref Transform b, float t, bool clamp )

Perform linear interpolation from one transform to another.

public Transform LerpTo( ref Transform target, float t, bool clamp = True )

Linearly interpolate from this transform to given transform.

public Transform Add( ref Vector3 position, bool worldSpace )

Add a position to this transform and return the result.

public Transform WithPosition( ref Vector3 position )

Return this transform with a new position.

public Transform WithPosition( ref Vector3 position, ref Rotation rotation )

Return this transform with a new position and rotation

public Transform WithRotation( ref Rotation rotation )

Return this transform with a new rotation.

public Transform WithScale( float scale )

Return this transform with a new scale.

public Transform WithScale( ref Vector3 scale )

Return this transform with a new scale.

public Ray ForwardRay { get; }

Return a ray from this transform, which goes from the center along the Forward

public Transform RotateAround( ref Vector3 center, ref Rotation rot )

Rotate this transform around given point by given rotation and return the result.

  • center Point to rotate around.
  • rot How much to rotate by. can be useful.
  • Returns The rotated transform.

public static Transform Concat( Transform parent, Transform local )

Concatenate (add together) the 2 given transforms and return a new resulting transform.

public static Transform Parse( string str )

Given a string, try to convert this into a transform. The format is "px,py,pz,rx,ry,rz,rw".

public bool AlmostEqual( ref Transform tx, float delta = 0.0001 )

Returns true if we're nearly equal to the passed transform.

  • tx The value to compare with
  • delta The max difference between component values
  • Returns True if nearly equal

public Vector3 Down { get; }

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public Vector3 Forward { get; }

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public Vector3 Backward { get; }

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public Transform( Vector3 position, Rotation rotation, Vector3 scale )

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public Transform( Vector3 position, Rotation rotation, float scale = 1 )

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public Transform( )

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public Transform( Vector3 pos = null )

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public Type GetType( )

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public bool Equals( Transform o )

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public Vector3 Left { get; }

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public bool Equals( object obj )

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public static bool op_Inequality( Transform left, Transform right )

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public static bool op_Equality( Transform left, Transform right )

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public string ToString( )

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public Vector3 Up { get; }

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public int GetHashCode( )

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public Vector3 Right { get; }

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