



Reply From: 
Zylann 
You can use the Transform
type and explicitely apply a decomposed transformation to it in the order you want.
var trans = spatial_node.transform
# Order these as you wish
trans = trans.rotated(axis, angle)
trans = trans.scaled(scale)
trans = trans.translated(offset)
spatial_node.transform = trans
However there is no setting in Godot to force ALL transforms to work by default in a particular order.
Hi Zylann,
thank you for your answer it. I think I am messing something up though. I tried the following:
public override void _Process(float delta)
{
Vector3 deltaT = this.applyTransaltion(delta);
Transform t = this.GetGlobalTransform();
t = t.Translated(deltaT * delta);
t = t.Rotated(new Vector3(1.0f, 0.0f,0.0f), Mathf.Deg2Rad(this.xRotation * delta));
this.SetTransform(t);
}
where deltaT is a Vector3 that has the delta’s for each of x y and z. I would expect that if I change the order of the rotate and transform it should result in different behaviour.
public override void _Process(float delta)
{
Vector3 deltaT = this.applyTransaltion(delta);
Transform t = this.GetGlobalTransform();
t = t.Rotated(new Vector3(1.0f, 0.0f,0.0f), Mathf.Deg2Rad(this.xRotation * delta));
t = t.Translated(deltaT * delta);
this.SetTransform(t);
}
(ie one should result in the object kind of orbiting around the original origin, the other should result in the more desirable behaviour of an object rotating and moving in the right direction). So I must be doing something wrong.
The object I am doing this on is an instance of navigation which has a child of NavigationMeshInstance which has a child of MeshInstance.
Any ideas what I am doing wrong?
johnandrusek  20190920 13:22
Wether you use world space or local space, you should get and set the transform in the same space. The GlobalTransform
property is world space, theTransform
property is local space. Here I see you get the GlobalTransform
property, but you set the Transform
. If the parent of your navigation node doesn’t have an identity transform, this code will behave inconsistently.
Another case where your both codes will do the same result, is if your translation is along the X axis. In that case, the order has no effect since you rotate around X and translate along X, one doesn’t influence the outcome of the other. Depends what your applyTransaltion
does.
Zylann  20190920 17:35
Hi Zylann,
opps the global transform dealy was a typo (I was trying on both global and local). Sorry about that. The code looks like this:
public override void _Process(float delta)
{
Vector3 deltaT = this.applyTransaltion(delta);
Transform t = this.GetTransform();
t = t.Translated(deltaT * delta);
t = t.Rotated(new Vector3(1.0f, 0.0f,0.0f), Mathf.Deg2Rad(this.xRotation * delta));
this.SetTransform(t);
}
so for sure the get and set should be in the same either global or local.
You point out something that might be the cause of my pain. The point about the identity transform. Would you achieve that by doing something like this. So something like:
var identityBasis = Basis.Identity;
Transform t = this.GetTransform();
t.basis = identityBasis;
t = t.Translated(deltaT * delta);
t = t.Rotated(new Vector3(1.0f, 0.0f,0.0f), Mathf.Deg2Rad(this.xRotation * delta));
this.SetTransform(t);
Does that make sense
Again thank you so much for you responses really appreciate it
johnandrusek  20190920 18:22