Transform Basis vs Origin

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Glitched Code

Glitched Code

Күн бұрын

GDScript is a high-level, dynamically typed programming language used to create content. It uses a syntax similar to Python (blocks are indent-based and many keywords are similar). Its goal is to be optimized for and tightly integrated with Godot Engine, allowing great flexibility for content creation and integration.
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Пікірлер: 16
@darkhunter777
@darkhunter777 3 ай бұрын
How formula rotation car - LEFT rotation >? RIGHT itz - rotate_y(0.1) but if write - rotate_y(- 0.1) him move back - NO LEFT ))
@nightyummy
@nightyummy 8 ай бұрын
Still don't get the difference between transform and basis classes. They just look the same to me. They have similar methods and constructors
@GlitchedCode
@GlitchedCode 8 ай бұрын
It's kind of like having a toy car and you have two statements telling you where the car is: "The car is in the kitchen" -origin "The car is facing forward in the kitchen" -basis There is some overlap, being positional data, but one(basis) can carry more detailed information. Origin: Represented with a Vector3(x, y, z) Basis: Represented by a matrix | basis.x.x basis.y.x basis.z.x | | basis.x.y basis.y.y basis.z.y | | basis.x.z basis.y.z basis.z.z |
@kovitikus
@kovitikus Жыл бұрын
What's the difference between Node3D.transform and Node3D.global_transform? Does Node3D.transform.origin move the object relative to the object's origin? So Vector3(0, 0, -3) would move the object 3 down from its current position? Whereas setting Node3D.global_transform.origin to Vector3(0, 0, -3) would set it 3 meters down from the world origin? There's also a handy shortcut for Node3D.global_transform.origin, which is Node3D.global_position. At least there is in Godot 4, which is what I'm using right now.
@GlitchedCode
@GlitchedCode Жыл бұрын
"What's the difference between Node3D.transform and Node3D.global_transform?" Node3D.transform.origin, it sets the position of the node relative to its local coordinate system's origin. Node3D.global_transform.origin sets the position of the node in the global coordinate system, regardless of its parent node. Node3D.global_position is indeed a shorthand for global_transform.origin, and it provides an easier way to set the global position of a node without having to access its global transform. Which one you use, local vs global can depend on your situation but yes. If i understand correctly(been up all night getting things done) you understand the concept differences between the two.
@BurritoByte
@BurritoByte 10 ай бұрын
Hi GlitchedCode! Thanks so much for taking the time to make this video! This was absolutely monumental for me in trying to understand the difference between the two and also played a pivotal role in getting things working in my Godot 4 FPS Prototype! I recently just published a video on my page showcasing my prototype and added you in the game's credits as a form of thanks for sharing your knowledge to the Godot community. I'll be looking forward to your next uploads! :^)
@GlitchedCode
@GlitchedCode 10 ай бұрын
Awesome to hear, how much it helped!
@mch43856
@mch43856 11 ай бұрын
thanks this is beautifully explained!
@shardaojha7558
@shardaojha7558 Жыл бұрын
Thank you. You solved the biggest problem i was facing in godot.
@GlitchedCode
@GlitchedCode Жыл бұрын
Glad this was able to help!
@winmillion
@winmillion 6 ай бұрын
scaled() returns the scaled transform, it doesn't modify (Godot 4.2). transform = transform.scaled(45) also its recommended not to scale transforms and instead scale its children
@RegenerationOfficial
@RegenerationOfficial Жыл бұрын
this engine is weird, I just need to translate from world to local position. there is probably some function, but until now I've even build my own basic maths operations
@GlitchedCode
@GlitchedCode Жыл бұрын
If you are just trying to convert a position from the global world space to a local space, you have the following two functions available in both 2D and 3D to_global() to_local()
@dmok4493
@dmok4493 6 ай бұрын
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