Version: Unity 6.5 Alpha (6000.5)
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  • C#

RigidTransform

struct in Unity.Mathematics

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Description

A rigid transformation type.

Static Properties

Property Description
identityA RigidTransform representing the identity transform.

Properties

Property Description
pos The translation part of the rigid transformation.
rot The rotation part of the rigid transformation.

Constructors

Constructor Description
RigidTransformConstructs a RigidTransform from a rotation represented by a unit quaternion and a translation represented by a float3 vector.

Public Methods

Method Description
EqualsReturns true if the RigidTransform is equal to a given RigidTransform, false otherwise.
GetHashCodeReturns a hash code for the RigidTransform.
ToStringReturns a string representation of the RigidTransform.

Static Methods

Method Description
AxisAngle Returns a RigidTransform representing a rotation around a unit axis by an angle in radians. The rotation direction is clockwise when looking along the rotation axis towards the origin.
Euler Returns a RigidTransform constructed by first performing 3 rotations around the principal axes in a given order. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin. When the rotation order is known at compile time, it is recommended for performance reasons to use specific Euler rotation constructors such as EulerZXY(...).
EulerXYZ Returns a RigidTransform constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
EulerXZY Returns a RigidTransform constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
EulerYXZ Returns a RigidTransform constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
EulerYZX Returns a RigidTransform constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
EulerZXY Returns a RigidTransform constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin. This is the default order rotation order in Unity.
EulerZYX Returns a RigidTransform constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis. All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
RotateXReturns a RigidTransform that rotates around the x-axis by a given number of radians.
RotateYReturns a RigidTransform that rotates around the y-axis by a given number of radians.
RotateZReturns a RigidTransform that rotates around the z-axis by a given number of radians.
TranslateReturns a RigidTransform that translates by an amount specified by a float3 vector.