unreal.GeometryScript_Transform
¶
- class unreal.GeometryScript_Transform(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibrary
Geometry Script Library Transform Functions
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: ShapeFunctions.h
- classmethod get_transform_axis_plane(transform, axis=GeometryScriptAxis.X) Plane ¶
Get the Plane at the Transform Location with the Plane Normal aligned with the direction of the X/Y/Z axis of the Transform, ie the Direction Vector resulting from transforming the unit direction vectors (1,0,0) / etc
- Parameters:
transform (Transform) –
axis (GeometryScriptAxis) –
- Return type:
- classmethod get_transform_axis_ray(transform, axis=GeometryScriptAxis.X) Ray ¶
Get the Ray at the Transform Location aligned with the direction of the X/Y/Z axis of the Transform, ie the Direction Vector resulting from transforming the unit direction vectors (1,0,0) / etc
- Parameters:
transform (Transform) –
axis (GeometryScriptAxis) –
- Return type:
- classmethod get_transform_axis_vector(transform, axis=GeometryScriptAxis.X) Vector ¶
Get the Vector for the direction of the X/Y/Z axis of the Transform, ie the Vector resulting from transforming the unit direction vectors (1,0,0) / etc
- Parameters:
transform (Transform) –
axis (GeometryScriptAxis) –
- Return type:
- classmethod make_transform_from_axes(location, z_axis, tangent_axis, tangent_is_x=True) Transform ¶
Create a Transform at the given Location, with the ZAxis vector as the Z axis of the Transform, and the X or Y axis oriented to the Tangent vector, based on the bTangentIsX parameter.