luxe: system/transform.modifier
import "luxe: system/transform.modifier" for Datano docs found
Variables
Section titled “Variables”var pos : Double3 = [0, 0, 0]var rotation : Float3 = [0, 0, 0]var scale : Float3 = [1, 1, 1]var link : Link = nullSystem
Section titled “System”import "luxe: system/transform.modifier" for Systemno docs found
System.new(.)
Section titled “System.new(.)”System.new(world : World) : Systemno docs found
Transform
Section titled “Transform”import "luxe: system/transform.modifier" for TransformA transform modifier defines where a entity is. That includes position, rotation and scale. A
Transformcan also be linked to anotherTransform, in which case its values are relative to their link target.While not all entities need to be “somewhere” locally, a lot of them do, which is when this modifier is used. Other modifiers on the same entity aren’t required to read and react to the
Transform, but most do, allowing you to use this to move things (like Sprites, Meshes, Physics shapes, etc…).
Transform.id
Section titled “Transform.id”Transform.id : unknownno docs found
Transform.create(…)
Section titled “Transform.create(…)”Transform.create(entity : Entity, x : Num, y : Num) : NoneAttach a
Transformmodifier to an entity with the givenxandyposition (with a z of 0)
Transform.create(…)
Section titled “Transform.create(…)”Transform.create(entity : Entity, x : Num, y : Num, z : Num) : NoneAttach a
Transformmodifier to an entity with the givenx,yandzposition
Transform.create(.)
Section titled “Transform.create(.)”Transform.create(entity : Entity) : NoneAttach a
Transformmodifier to an entity.
Transform.create(..)
Section titled “Transform.create(..)”Transform.create(entity : Entity, link_to : Entity) : NoneAttach a
Transformmodifier to an entity, and link it to another entity.
Transform.destroy(.)
Section titled “Transform.destroy(.)”Transform.destroy(entity : Entity) : NoneDetatch a
Transformmodifier from an entity.
Transform.has(.)
Section titled “Transform.has(.)”Transform.has(entity : Entity) : Boolget whether an entity has an attached
Transform.
Transform.get_link(.)
Section titled “Transform.get_link(.)”Transform.get_link(entity : Entity) : EntityGet what entity this entity is linked to. So what entity the position/rotation/scale of this transform are relative to. Linked to entity always has a
Transformof its own. In caseTransformisn’t linked to anything, returnsnulland transformations are global.
Transform.get_linked(.)
Section titled “Transform.get_linked(.)”Transform.get_linked(entity : Entity) : ListGet what entities are linked to this entity (opposite relationship as
get_link). Transformation values of linked entities are relative to this entity.
Transform.link(…)
Section titled “Transform.link(…)”Transform.link(entity : Entity, target_entity : Entity, link_action : TransformLinkAction) : NoneLink one
Transformto another. TheTransformvalues will now be be relative to the link target, meaning the link targetTransformposition, rotation and scale all apply to the local position, rotation, scale of thisTransform. When using non-uniform scales somewhere in your transform link hierarchy you can get transform deformations that would not be possible with just a single transform.In other environments, this transform link is often part of the object hierarchy, but here it’s specific to transforms and other hierarchies aren’t bound to follow the same links.
Transform.link(..)
Section titled “Transform.link(..)”Transform.link(entity : Entity, target_entity : Entity) : NoneLink one
Transformto another. TheTransformvalues will now be be relative to the link target, meaning the link targetTransformposition, rotation and scale all apply to the local position, rotation, scale of thisTransform. When using non-uniform scales somewhere in your transform link hierarchy you can get transform deformations that would not be possible with just a single transform.In other environments, this transform link is often part of the object hierarchy, but here it’s specific to transforms and other hierarchies aren’t bound to follow the same links.
Transform.unlink(..)
Section titled “Transform.unlink(..)”Transform.unlink(entity : Entity, reset_local : TransformLinkAction) : NoneUnlink a
Transform. Local position will be kept (unless reset), so if your parent isnt at the origin, expect the transform to move, or save and reapply the world position.
Transform.unlink(.)
Section titled “Transform.unlink(.)”Transform.unlink(entity : Entity) : NoneUnlink a
Transform. Local position will be kept, so if your parent isnt at the origin, expect the transform to move, or save and reapply the world position.
Transform.look_at_and_move(…)
Section titled “Transform.look_at_and_move(…)”Transform.look_at_and_move(entity : Entity, pos : Vec, target : Vec, up : Vec, invert : Bool) : NoneMove
Transformsomewhere else, then look towards target position.
Transform.look_at_and_move(…)
Section titled “Transform.look_at_and_move(…)”Transform.look_at_and_move(entity : Entity, pos : Vec, target : Vec, up : Vec) : NoneMove
Transformsomewhere else, then look towards target position.
Transform.look_at_and_move(…)
Section titled “Transform.look_at_and_move(…)”Transform.look_at_and_move(entity : Entity, pos : Vec, target : Vec) : NoneMove
Transformsomewhere else, then look towards target position.
Transform.look_at(…)
Section titled “Transform.look_at(…)”Transform.look_at(entity : Entity, target : Vec, up : Vec, invert : Bool) : NoneRotate
Transformto look at a position in worldspace, rotated around that new view axis so theTransform‘up’ aligns with theupinput as closely as possible.
Transform.look_at(…)
Section titled “Transform.look_at(…)”Transform.look_at(entity : Entity, target : Vec, up : Vec) : NoneRotate
Transformto look at a position in worldspace, rotated around that new view axis so theTransform‘up’ aligns with theupinput as closely as possible.
Transform.look_at(..)
Section titled “Transform.look_at(..)”Transform.look_at(entity : Entity, target : Vec) : NoneRotate
Transformto look at a position in worldspace.
Transform.set_snap(…)
Section titled “Transform.set_snap(…)”Transform.set_snap(entity : Entity, x : Num, y : Num, z : Num) : NoneSet
Transformposition to snap at specific intervals. (midpoints round away from 0)var entity = Entity.create(world)Transform.create(entity)Transform.set_snap(entity, 2, 2, 2)Transform.set_pos(entity, 0.5, 1.5, -3)Log.print(Transform.get_pos(entity)) //[0, 2, -4]
Transform.set_snap(…)
Section titled “Transform.set_snap(…)”Transform.set_snap(entity : Entity, x : Num, y : Num) : NoneSet
Transformposition to snap at specific intervals.
Transform.set_pos(…)
Section titled “Transform.set_pos(…)”Transform.set_pos(entity : Entity, x : Num, y : Num, z : Num) : NoneSet local position of a
Transform.
Transform.set_pos(…)
Section titled “Transform.set_pos(…)”Transform.set_pos(entity : Entity, x : Num, y : Num) : NoneSet local position of a
Transform.
Transform.set_pos_world(…)
Section titled “Transform.set_pos_world(…)”Transform.set_pos_world(entity : Entity, x : Num, y : Num, z : Num) : NoneSet global position of a
Transform.
Transform.set_pos_world(…)
Section titled “Transform.set_pos_world(…)”Transform.set_pos_world(entity : Entity, x : Num, y : Num) : NoneSet global position of a
Transform.
Transform.set_pos_x(..)
Section titled “Transform.set_pos_x(..)”Transform.set_pos_x(entity : Entity, x : Num) : NoneSet
xcomponent of localTransformpos.
Transform.set_pos_y(..)
Section titled “Transform.set_pos_y(..)”Transform.set_pos_y(entity : Entity, y : Num) : NoneSet
ycomponent of localTransformpos.
Transform.set_pos_z(..)
Section titled “Transform.set_pos_z(..)”Transform.set_pos_z(entity : Entity, z : Num) : NoneSet
zcomponent of localTransformpos.
Transform.set_pos_x_world(..)
Section titled “Transform.set_pos_x_world(..)”Transform.set_pos_x_world(entity : Entity, x : Num) : NoneSet
xcomponent of globalTransformpos.
Transform.set_pos_y_world(..)
Section titled “Transform.set_pos_y_world(..)”Transform.set_pos_y_world(entity : Entity, y : Num) : NoneSet
ycomponent of globalTransformpos.
Transform.set_pos_z_world(..)
Section titled “Transform.set_pos_z_world(..)”Transform.set_pos_z_world(entity : Entity, z : Num) : NoneSet
zcomponent of globalTransformpos.
Transform.set_scale(…)
Section titled “Transform.set_scale(…)”Transform.set_scale(entity : Entity, x : Num, y : Num) : NoneSet x and y scale of a
Transform, keeping z scale unchanged.
Transform.set_scale(…)
Section titled “Transform.set_scale(…)”Transform.set_scale(entity : Entity, x : Num, y : Num, z : Num) : NoneSet local scale of a
Transform. Setting the scale in a global context isnt available, as link hierarchies with rotations and nonuniform scalings can lead to weird and hard to predict states for that.
Transform.set_rotation_slerp_angle_axis(…)
Section titled “Transform.set_rotation_slerp_angle_axis(…)”Transform.set_rotation_slerp_angle_axis(entity : Entity, axis : Vec, from : Num, to : Num, t : Num) : Noneno docs found
Transform.set_rotation_slerp_angle_axis_world(…)
Section titled “Transform.set_rotation_slerp_angle_axis_world(…)”Transform.set_rotation_slerp_angle_axis_world(entity : Entity, axis : Vec, from : Num, to : Num, t : Num) : Noneno docs found
Transform.set_rotation_slerp(…)
Section titled “Transform.set_rotation_slerp(…)”Transform.set_rotation_slerp(entity : Entity, from : Vec, to : Vec, t : Num) : Noneno docs found
Transform.set_rotation_slerp_world(…)
Section titled “Transform.set_rotation_slerp_world(…)”Transform.set_rotation_slerp_world(entity : Entity, from : Vec, to : Vec, t : Num) : Noneno docs found
Transform.set_rotation(…)
Section titled “Transform.set_rotation(…)”Transform.set_rotation(entity : Entity, x : Num, y : Num, z : Num, w : Num) : NoneSet local rotation in quaternions.
(Quaternions are how rotations are handled by the engine internally, though it can be hard to understand how to manipulate them, so feel free to stick to euler angles using
set_euler(entity, x, y, z).)
Transform.set_rotation_world(…)
Section titled “Transform.set_rotation_world(…)”Transform.set_rotation_world(entity : Entity, x : Num, y : Num, z : Num, w : Num) : NoneSet global rotation in quaternions.
(Quaternions are how rotations are handled by the engine internally, though it can be hard to understand how to manipulate them, so feel free to stick to euler angles using
set_euler_world(entity, x, y, z).)
Transform.set_angle_axis(…)
Section titled “Transform.set_angle_axis(…)”Transform.set_angle_axis(entity : Entity, degrees : Any, x : Num, y : Num, z : Num) : NoneSet local rotation as a rotation around an axis.
Rotation direction is left-handed (counter-clockwise when looking in the direction of the axis.)
Transform.set_angle_axis_world(…)
Section titled “Transform.set_angle_axis_world(…)”Transform.set_angle_axis_world(entity : Entity, degrees : Any, x : Num, y : Num, z : Num) : NoneSet global rotation as a rotation around an axis.
Rotation direction is left-handed (counter-clockwise when looking in the direction of the axis.)
Transform.set_euler(…)
Section titled “Transform.set_euler(…)”Transform.set_euler(entity : Entity, x : Num, y : Num, z : Num) : NoneSet local rotation as xyz euler angles.
Transform.set_euler_world(…)
Section titled “Transform.set_euler_world(…)”Transform.set_euler_world(entity : Entity, x : Num, y : Num, z : Num) : NoneSet global rotation as xyz euler angles.
Transform.set_euler_x(..)
Section titled “Transform.set_euler_x(..)”Transform.set_euler_x(entity : Entity, x : Num) : Noneno docs found
Transform.set_euler_y(..)
Section titled “Transform.set_euler_y(..)”Transform.set_euler_y(entity : Entity, y : Num) : Noneno docs found
Transform.set_euler_z(..)
Section titled “Transform.set_euler_z(..)”Transform.set_euler_z(entity : Entity, z : Num) : Noneno docs found
Transform.set_euler_x_world(..)
Section titled “Transform.set_euler_x_world(..)”Transform.set_euler_x_world(entity : Entity, x : Num) : Noneno docs found
Transform.set_euler_y_world(..)
Section titled “Transform.set_euler_y_world(..)”Transform.set_euler_y_world(entity : Entity, y : Num) : Noneno docs found
Transform.set_euler_z_world(..)
Section titled “Transform.set_euler_z_world(..)”Transform.set_euler_z_world(entity : Entity, z : Num) : Noneno docs found
Transform.rotate_angle_axis_slerp(…)
Section titled “Transform.rotate_angle_axis_slerp(…)”Transform.rotate_angle_axis_slerp(entity : Entity, axis : Vec, angle_amount : Num) : Noneno docs found
Transform.rotate_angle_axis_slerp_world(…)
Section titled “Transform.rotate_angle_axis_slerp_world(…)”Transform.rotate_angle_axis_slerp_world(entity : Entity, axis : Vec, angle_amount : Num) : Noneno docs found
Transform.rotate_around_world(…)
Section titled “Transform.rotate_around_world(…)”Transform.rotate_around_world(entity : Entity, x : Num, y : Num, z : Num, axis_x : Num, axis_y : Num, axis_z : Num, degrees : Num) : NoneRotate around an axis in world space.
Transform.rotate_around(…)
Section titled “Transform.rotate_around(…)”Transform.rotate_around(entity : Entity, x : Num, y : Num, z : Num, axis_x : Num, axis_y : Num, axis_z : Num, degrees : Num) : NoneRotate around an axis in local space.
Transform.rotate_angle_axis(…)
Section titled “Transform.rotate_angle_axis(…)”Transform.rotate_angle_axis(entity : Entity, degrees : Any, x : Num, y : Num, z : Num) : NoneRotate on the spot around an axis in local coordinates.
Transform.rotate_angle_axis_world(…)
Section titled “Transform.rotate_angle_axis_world(…)”Transform.rotate_angle_axis_world(entity : Entity, degrees : Any, x : Num, y : Num, z : Num) : NoneRotate on the spot around an axis in global coordinates.
Transform.rotate_euler(…)
Section titled “Transform.rotate_euler(…)”Transform.rotate_euler(entity : Entity, x : Num, y : Num, z : Num) : NoneRotate by euler angles in local space.
Transform.rotate_euler_world(…)
Section titled “Transform.rotate_euler_world(…)”Transform.rotate_euler_world(entity : Entity, x : Num, y : Num, z : Num) : NoneRotate by euler angles in global space.
Transform.translate(…)
Section titled “Transform.translate(…)”Transform.translate(entity : Entity, x : Num, y : Num, z : Num) : NoneMove
Transformin local space.
Transform.translate(…)
Section titled “Transform.translate(…)”Transform.translate(entity : Entity, x : Num, y : Num) : NoneMove
Transformin local space.
Transform.get_pos(.)
Section titled “Transform.get_pos(.)”Transform.get_pos(entity : Entity) : VecGet position local space (relative to link
Transform).
Transform.get_pos_x(.)
Section titled “Transform.get_pos_x(.)”Transform.get_pos_x(entity : Entity) : Numno docs found
Transform.get_pos_y(.)
Section titled “Transform.get_pos_y(.)”Transform.get_pos_y(entity : Entity) : Numno docs found
Transform.get_pos_z(.)
Section titled “Transform.get_pos_z(.)”Transform.get_pos_z(entity : Entity) : Numno docs found
Transform.get_pos_world(.)
Section titled “Transform.get_pos_world(.)”Transform.get_pos_world(entity : Entity) : unknownGet position global space.
Transform.get_pos_world_unsnapped(.)
Section titled “Transform.get_pos_world_unsnapped(.)”Transform.get_pos_world_unsnapped(entity : Entity) : VecGet position global space independently of
set_snapsettings.
Transform.get_pos_x_world(.)
Section titled “Transform.get_pos_x_world(.)”Transform.get_pos_x_world(entity : Entity) : Numno docs found
Transform.get_pos_y_world(.)
Section titled “Transform.get_pos_y_world(.)”Transform.get_pos_y_world(entity : Entity) : Numno docs found
Transform.get_pos_z_world(.)
Section titled “Transform.get_pos_z_world(.)”Transform.get_pos_z_world(entity : Entity) : Numno docs found
Transform.rotate2D(..)
Section titled “Transform.rotate2D(..)”Transform.rotate2D(entity : Entity, degrees : Num) : NoneRotate the
Transformin local space.This technically rotates around the z axis, since thats the only axis we care about in 2d contexts.
Transform.set_angle2D(..)
Section titled “Transform.set_angle2D(..)”Transform.set_angle2D(entity : Entity, degrees : Num) : NoneSet the 2d angle in local space.
This is technically the same as
set_euler_z(doesnt touch x or y), since thats the only axis we care about in 2d contexts.
Transform.set_angle2D_world(..)
Section titled “Transform.set_angle2D_world(..)”Transform.set_angle2D_world(entity : Entity, degrees : Num) : NoneSet the 2d angle in global space.
This is technically the same as
set_euler_z(doesnt touch x or y), since thats the only axis we care about in 2d contexts.
Transform.get_angle2D(.)
Section titled “Transform.get_angle2D(.)”Transform.get_angle2D(entity : Entity) : NumGet the 2d angle in local space.
This is technically the same as
get_euler_z, since thats the only axis we care about in 2d contexts.
Transform.get_angle2D_world(.)
Section titled “Transform.get_angle2D_world(.)”Transform.get_angle2D_world(entity : Entity) : NumGet the 2d angle in global space.
This is technically the same as
get_euler_z_world, since thats the only axis we care about in 2d contexts.
Transform.set_depth2D(..)
Section titled “Transform.set_depth2D(..)”Transform.set_depth2D(entity : Entity, depth : Num) : NoneSet the local depth (relative to link
Transform).This is technically the same as
set_pos_z.
Transform.get_depth2D(.)
Section titled “Transform.get_depth2D(.)”Transform.get_depth2D(entity : Entity) : NumGet the local depth (relative to link
Transform).This is technically the same as
get_pos_z.
Transform.set_depth2D_world(..)
Section titled “Transform.set_depth2D_world(..)”Transform.set_depth2D_world(entity : Entity, depth : Num) : NoneSet the global depth.
This is technically the same as
set_pos_z_world.
Transform.get_depth2D_world(.)
Section titled “Transform.get_depth2D_world(.)”Transform.get_depth2D_world(entity : Entity) : NumGet the global depth.
This is technically the same as
get_pos_z_world.
Transform.get_world_matrix(..)
Section titled “Transform.get_world_matrix(..)”Transform.get_world_matrix(entity : Entity, into_matrix : Floats) : NoneGet 4x4 world transform matrix (column major array).
var ent = Entity.create(app.world)Transform.create(ent)Transform.set_pos(ent, 2, 3, 4)var matrix = Floats.new(16)Transform.get_world_matrix(ent, matrix)//matrix is now [1,0,0,0, 0,1,0,0, 0,0,1,0, 2,3,4,1]
Transform.get_rotation(.)
Section titled “Transform.get_rotation(.)”Transform.get_rotation(entity : Entity) : QuatGet local quaternion rotation.
(Note that quaternions can be unfamiliar and hard to manipulate, so if you’re not familiar with them you might want to use
get_eulerinstead)
Transform.get_rotation_world(.)
Section titled “Transform.get_rotation_world(.)”Transform.get_rotation_world(entity : Entity) : QuatGet global quaternion rotation.
(Note that quaternions can be unfamiliar and hard to manipulate, so if you’re not familiar with them you might want to use
get_euler_worldinstead)
Transform.get_rotation_matrix(..)
Section titled “Transform.get_rotation_matrix(..)”Transform.get_rotation_matrix(entity : Entity, into_matrix : Floats) : NoneGet 4x4 world rotation matrix (column major array).
Transform.get_euler(.)
Section titled “Transform.get_euler(.)”Transform.get_euler(entity : Entity) : VecGet local euler angles.
Transform.get_euler_x(.)
Section titled “Transform.get_euler_x(.)”Transform.get_euler_x(entity : Entity) : Numno docs found
Transform.get_euler_y(.)
Section titled “Transform.get_euler_y(.)”Transform.get_euler_y(entity : Entity) : Numno docs found
Transform.get_euler_z(.)
Section titled “Transform.get_euler_z(.)”Transform.get_euler_z(entity : Entity) : Numno docs found
Transform.get_euler_world(.)
Section titled “Transform.get_euler_world(.)”Transform.get_euler_world(entity : Entity) : VecGet global euler angles.
Transform.get_euler_x_world(.)
Section titled “Transform.get_euler_x_world(.)”Transform.get_euler_x_world(entity : Entity) : Numno docs found
Transform.get_euler_y_world(.)
Section titled “Transform.get_euler_y_world(.)”Transform.get_euler_y_world(entity : Entity) : Numno docs found
Transform.get_euler_z_world(.)
Section titled “Transform.get_euler_z_world(.)”Transform.get_euler_z_world(entity : Entity) : Numno docs found
Transform.get_scale(.)
Section titled “Transform.get_scale(.)”Transform.get_scale(entity : Entity) : VecGet local scale.
Transform.get_scale_x(.)
Section titled “Transform.get_scale_x(.)”Transform.get_scale_x(entity : Entity) : Numno docs found
Transform.get_scale_y(.)
Section titled “Transform.get_scale_y(.)”Transform.get_scale_y(entity : Entity) : Numno docs found
Transform.get_scale_z(.)
Section titled “Transform.get_scale_z(.)”Transform.get_scale_z(entity : Entity) : Numno docs found
Transform.get_scale_world(.)
Section titled “Transform.get_scale_world(.)”Transform.get_scale_world(entity : Entity) : VecGet global scale. Note that through rotations and non-uniform scale in the transform link hierarchy, getting an accurate world scale might be impossible, making this lossy.
Transform.get_scale_x_world(.)
Section titled “Transform.get_scale_x_world(.)”Transform.get_scale_x_world(entity : Entity) : Numno docs found
Transform.get_scale_y_world(.)
Section titled “Transform.get_scale_y_world(.)”Transform.get_scale_y_world(entity : Entity) : Numno docs found
Transform.get_scale_z_world(.)
Section titled “Transform.get_scale_z_world(.)”Transform.get_scale_z_world(entity : Entity) : Numno docs found
Transform.get_right(.)
Section titled “Transform.get_right(.)”Transform.get_right(entity : Entity) : VecGet the “right” direction of the
Transform. Same direction as the red arrow in the translation gizmo in the editor.
Transform.get_forward(.)
Section titled “Transform.get_forward(.)”Transform.get_forward(entity : Entity) : VecGet the “forward” direction of the
Transform. Same direction as the green arrow in the translation gizmo in the editor.
Transform.get_up(.)
Section titled “Transform.get_up(.)”Transform.get_up(entity : Entity) : VecGet the “up” direction of the
Transform. Same direction as the blue arrow in the translation gizmo in the editor.
Transform.sync(.)
Section titled “Transform.sync(.)”Transform.sync(entity : Entity) : NoneForces a sync of the
Transform. Will trigger listen functions. This usually shouldn’t be needed asTransformsync automatically when updated.
Transform.sync_block(..)
Section titled “Transform.sync_block(..)”Transform.sync_block(entity : Entity, mask : TransformApplyMask) : NoneForces a sync of the
Transformblock data. Will trigger block listener functions. This usually shouldn’t be needed asTransformsync automatically when updated.
Transform.sync_world(.)
Section titled “Transform.sync_world(.)”Transform.sync_world(world : World) : NoneForces a sync of all
Transformin a world. Will trigger listen functions. This usually shouldn’t be needed asTransformsync automatically when updated.
Transform.transform_by(..)
Section titled “Transform.transform_by(..)”Transform.transform_by(entity : Entity, other : Entity) : NoneTransform the given entity by another entities transform. e.g set world using the other as a parent
Transform.scale_by(…)
Section titled “Transform.scale_by(…)”Transform.scale_by(entity : Entity, scale : Float3, origin : Float3) : NoneTransform the given entity scale by the value around the given origin
Transform.rotate_euler_by(…)
Section titled “Transform.rotate_euler_by(…)”Transform.rotate_euler_by(entity : Entity, euler : Float3, origin : Float3) : NoneTransform the given entity rotation around the origin, by euler amount (radians)
Transform.local_vector_to_world(…)
Section titled “Transform.local_vector_to_world(…)”Transform.local_vector_to_world(entity : Entity, x : Num, y : Num, z : Num) : VecConvert a vector from local space to world space. (applies scale and rotation, but not translation)
Transform.world_vector_to_local(…)
Section titled “Transform.world_vector_to_local(…)”Transform.world_vector_to_local(entity : Entity, x : Num, y : Num, z : Num) : VecConvert a vector from world space to local space. (applies scale and rotation, but not translation)
Transform.local_dir_to_world(…)
Section titled “Transform.local_dir_to_world(…)”Transform.local_dir_to_world(entity : Entity, x : Num, y : Num, z : Num) : VecConvert a direction from local space to world space. (applies only rotation, not rotation or translation)
Transform.world_dir_to_local(…)
Section titled “Transform.world_dir_to_local(…)”Transform.world_dir_to_local(entity : Entity, x : Num, y : Num, z : Num) : VecConvert a direction from world space to local space. (applies only rotation, not rotation or translation)
Transform.local_point_to_world(…)
Section titled “Transform.local_point_to_world(…)”Transform.local_point_to_world(entity : Entity, x : Num, y : Num, z : Num) : VecConvert a point from local space to world space. (applies translation, rotation and scale)
Transform.local_point_to_world(…)
Section titled “Transform.local_point_to_world(…)”Transform.local_point_to_world(entity : Entity, x : Num, y : Num, z : Num, scaled : Bool) : VecConvert a point from local space to world space. (applies translation, rotation and optionally, scale)
Transform.world_point_to_local(…)
Section titled “Transform.world_point_to_local(…)”Transform.world_point_to_local(entity : Entity, x : Num, y : Num, z : Num) : VecConvert a point from world space to local space. (applies translation, rotation and scale)
Transform.world_point_to_local(…)
Section titled “Transform.world_point_to_local(…)”Transform.world_point_to_local(entity : Entity, x : Num, y : Num, z : Num, scaled : Bool) : VecConvert a point from world space to local space. (applies translation, rotation and optionally, scale)
Transform.listen_all(..)
Section titled “Transform.listen_all(..)”Transform.listen_all(world : World, fn : Fn) : Handleno docs found
Transform.unlisten_all(..)
Section titled “Transform.unlisten_all(..)”Transform.unlisten_all(world : World, handle : Handle) : Noneno docs found
Transform.listen(..)
Section titled “Transform.listen(..)”Transform.listen(entity : Entity, fn : Fn) : Handleno docs found
Transform.unlisten(..)
Section titled “Transform.unlisten(..)”Transform.unlisten(entity : Entity, handle : Handle) : Noneno docs found
TransformApplyMask
Section titled “TransformApplyMask”import "luxe: system/transform.modifier" for TransformApplyMaskno docs found
TransformApplyMask.pos
Section titled “TransformApplyMask.pos”TransformApplyMask.pos : unknownno docs found
TransformApplyMask.scale
Section titled “TransformApplyMask.scale”TransformApplyMask.scale : unknownno docs found
TransformApplyMask.rotation
Section titled “TransformApplyMask.rotation”TransformApplyMask.rotation : unknownno docs found
TransformApplyMask.modified
Section titled “TransformApplyMask.modified”TransformApplyMask.modified : unknownno docs found
TransformApplyMask.all_modified
Section titled “TransformApplyMask.all_modified”TransformApplyMask.all_modified : unknownno docs found
TransformLinkAction
Section titled “TransformLinkAction”import "luxe: system/transform.modifier" for TransformLinkActionHow to preserve or not preserve the transform fields on link/unlink.
TransformLinkAction.reset_local
Section titled “TransformLinkAction.reset_local”TransformLinkAction.reset_local : unknownReset fields to 0 position, 0 rotation and 1 scale.
TransformLinkAction.keep_local
Section titled “TransformLinkAction.keep_local”TransformLinkAction.keep_local : unknownDon’t touch local values at all.
TransformLinkAction.keep_world
Section titled “TransformLinkAction.keep_world”TransformLinkAction.keep_world : unknownTry preserve the values how they appear in the world after transform hierarchy has been taken into consideration. Note that scale is on a best effort basis on unlink, and currently doesn’t do anything on link.