Class: Transform
Transform is a component for storing positional information. The transform holds position, scale and angle values. Frequently used in rendering, collisions and physics.
Hierarchy
-
↳ Transform
Table of contents
Constructors
Properties
Methods
Constructors
constructor
+ new Transform(position?
: Vector, scale?
: Vector, angle?
: number): Transform
Parameters:
Name | Type | Default value |
---|---|---|
position |
Vector | - |
scale |
Vector | - |
angle |
number | 0 |
Returns: Transform
Inherited from: Component
Properties
angle
• angle: number
Current transform angle in radians.
key
• key: string
position
• position: Vector
Current transform position.
previous
• previous: Vector
Previous position of the transform, used in interpolation.
scale
• scale: Vector
Current transform scale.
KEY
▪ Readonly
Static
KEY: transform= "transform"
Key of the transform component.
MESSAGE_ADD
▪ Readonly
Static
MESSAGE_ADD: component_add= "component_add"
Inherited from: Component.MESSAGE_ADD
MESSAGE_REMOVE
▪ Readonly
Static
MESSAGE_REMOVE: component_remove= "component_remove"
Inherited from: Component.MESSAGE_REMOVE
Methods
Free
▸ Free(): void
Returns: void
Overrides: Component
InterpolatedMatrix4D
▸ InterpolatedMatrix4D(alpha
: number): Matrix4D
InterpolatedMatrix4D returns a 4x4 matrix representation of the transform that has applied its interpolation calculation between the previous frame's position and the current transform position. The interpolation is based on the alpha value provided, which is time since last game tick. Used in rendering and ensuring smooth motion between frames.
Parameters:
Name | Type | Description |
---|---|---|
alpha |
number | time since last game tick |
Returns: Matrix4D
Matrix of the interpolated transform.
Matrix3D
▸ Matrix3D(): Matrix3D
Matrix3D returns a 3x3 matrix representation of the transform.
Returns: Matrix3D
Matrix of transforms
Matrix4D
▸ Matrix4D(): Matrix4D
Matrix4D returns a 4x4 matrix representation of the transform.
Returns: Matrix4D
Matrix of transforms