RETransform
is the basic building block of all GameObjects, they always contain one.
Inherits from REComponent
.
Methods
self:calculate_base_transform(joint)
Returns a Matrix4x4f
. Returns the reference pose (T-pose) for a specific joint relative to the transform's origin (in local transform space).
self:set_position(position, no_dirty)
Sets the world position (Vector4f
) of the transform.
When no_dirty
is true
, the transform and its parents will not be marked as dirty. This seems to be necessary when the scene is locked, because parent transforms will end up getting stuck.
self:set_rotation(rotation)
Sets the world rotation (Quaternion
) of the transform.
self:get_position()
Gets the world position (Vector4f
) of the transform.
self:get_rotation()
Gets the world rotation (Quaternion
) of the transform.