transform object represents a position, rotation, and scale.transform objects are automatically applied to node, light, model, and body objects.matrix mat4: A transformation matrix.position vector3: The position applied to the matrix.scale vector3: The scale applied to the matrix.rotation vector4: The rotation applied to the matrix. Though this is a vector4, the x, y, z, w components map to a quaternion’s angle, ax, ay, az components.prevMatrix mat4: Used when detecting if the transform has been changed.changed bool: Whether the transform has been changed since the last Transform:updatePrevMatrix() call.mat4, pos, rot, and/or scale will automatically set the transform object to include these values.
-- Create a new transform object at position (1, 1, 1)
LGE.Transform({
pos = lovr.math.vec3(1, 1, 1)
})
-- Create a transform object with all values set to (0, 0, 0)
LGE.Transform()
transform object.
Transform:cloneMatrix()
transform object.
Transform:setMatrix(info [array])
-- Example:
Transform:setMatrix({
rot = lovr.math.vec4(math.rad(25), 1, 0, 0)
})
prevMatrix and changed a change in the position, rotation, scale, or matrix of the transform object.
Transform:updatePevMatrix()
x, y, z from a transformation matrix.
LGE.Transform.getPositionFromMat4(mat4 [mat4])
angle, ax, ay, az from a transformation matrix.
LGE.Transform.getRotationFromMat4(mat4 [mat4])
x, y, z from a transformation matrix.
LGE.Transform.getScaleFromMat4(mat4 [mat4])
x, y, z, angle, ax, ay, az from a transformation matrix.
LGE.Transform.getPose(mat4 [mat4])
LGE.Transform.getTransformMatFromMat4(mat4 [mat4])
LGE.Transform.getStringFromMat4(mat4 [mat4])