The Transform3D is an entity component providing position and rotation for a 3D object. More...
Inherits Quantum.IComponent.
Public Member Functions  
FPVector3  InverseTransformDirection (FPVector3 direction) 
Transforms a direction from world space to local space. Rotation is expected to be normalized. More...  
FPVector3  InverseTransformPoint (FPVector3 position) 
Transforms a position from world space to local space. Rotation is expected to be normalized. More...  
void  LookAt (FPVector3 position, FPVector3? up=null) 
Rotates the transform so the forward vector points at position . If up is not set, will use FPVector3.Up instead. More...  
void  Rotate (FP xAngle, FP yAngle, FP zAngle, bool normalize=true) 
Applies a rotation of zAngle degrees around the zaxis, xAngle degrees around the xaxis, and yAngle degrees around the yaxis (in that order). More...  
void  Rotate (FPVector3 angles, bool normalize=true) 
Applies a rotation of angles .z degrees around the zaxis, angles .x degrees around the xaxis, and angles .y degrees around the yaxis (in that order). More...  
void  Rotate (FPVector3 axis, FP angle, bool normalize=true) 
Rotates the object around the given axis by the number of degrees defined by the given angle. More...  
FPVector3  TransformDirection (FPVector3 direction) 
Transforms a direction from local space to world space. Rotation is expected to be normalized. More...  
FPVector3  TransformPoint (FPVector3 position) 
Transforms a position from local space to world space. Rotation is expected to be normalized. More...  
Public Attributes  
FPVector3  Back => Forward 
A vector pointing to local Z axis. More...  
FPVector3  Down => Up 
A vector pointing to local Y axis. More...  
FPVector3  EulerAngles => Rotation.AsEuler 
Converts rotation to Euler angles triplet. More...  
FPVector3  Left => Right 
A vector pointing to local X axis. More...  
FPMatrix4x4  LocalToWorldMatrix => FPMatrix4x4.TRS(Position, Rotation, FPVector3.One) 
Creates local to world transformation. Rotation is expected to be normalized. More...  
FPMatrix4x4  WorldToLocalMatrix => FPMatrix4x4.InverseTRS(Position, Rotation, FPVector3.One) 
Creates world to local transformation. Rotation is expected to be normalized. More...  
Properties  
FPVector3  Forward [get] 
A vector pointing to local +Z axis. More...  
FPVector3  Right [get] 
A vector pointing to local +X axis. More...  
FPVector3  Up [get] 
A vector pointing to local +Y axis. More...  
The Transform3D is an entity component providing position and rotation for a 3D object.
Transforms a direction from world space to local space. Rotation is expected to be normalized.
Transforms a direction from local space to world space. Rotation is expected to be normalized.
Transforms a position from world space to local space. Rotation is expected to be normalized.
Transforms a position from local space to world space. Rotation is expected to be normalized.
Rotates the transform so the forward vector points at position . If up is not set, will use FPVector3.Up instead.
position  
up 

inline 
Applies a rotation of angles .z degrees around the zaxis, angles .x degrees around the xaxis, and angles .y degrees around the yaxis (in that order).
angles  Euler angles, in degrees. 
normalize  If the resultant quaternion should be normalized before being set to the Rotation. This prevents rounding error from accumulating and potentially rounding the quaternion magnitude towards zero over time. 
Applies a rotation of zAngle degrees around the zaxis, xAngle degrees around the xaxis, and yAngle degrees around the yaxis (in that order).
xAngle  
yAngle  
zAngle  
normalize  If the resultant quaternion should be normalized before being set to the Rotation. This prevents rounding error from accumulating and potentially rounding the quaternion magnitude towards zero over time. 
Rotates the object around the given axis by the number of degrees defined by the given angle.
axis  
angle  
normalize  If the resultant quaternion should be normalized before being set to the Rotation. This prevents rounding error from accumulating and potentially rounding the quaternion magnitude towards zero over time. 
FPVector3 Quantum.Transform3D.EulerAngles => Rotation.AsEuler 
Converts rotation to Euler angles triplet.
.
FPMatrix4x4 Quantum.Transform3D.LocalToWorldMatrix => FPMatrix4x4.TRS(Position, Rotation, FPVector3.One) 
Creates local to world transformation. Rotation is expected to be normalized.
FPMatrix4x4 Quantum.Transform3D.WorldToLocalMatrix => FPMatrix4x4.InverseTRS(Position, Rotation, FPVector3.One) 
Creates world to local transformation. Rotation is expected to be normalized.

get 
A vector pointing to local +X axis.

get 
A vector pointing to local +Y axis.

get 
A vector pointing to local +Z axis.