#Help understanding Transform3D properties?

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stable shard
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Hello! I’m an art teacher teaching high school students a game design unit with Godot. I want to make sure that the code I demonstrate to the kids follows best practices & that I actually understand what is happening myself so that I can better communicate the concepts as we go.

I’m successfully using test_move to check for collision before rotating. I would love confirmation that this is a solid approach and most importantly, some clarification about what parts of the code is actually doing. Alternatively, if there’s an easier/more efficient way to test for rotation, I would love to know.

Thanks for any help!

stable shard
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Ok, so I think that transform.basis.rotated is just returning new basis rotation vectors, without actually applying them. Multiplying by the origin is what applies the change in rotation to the actual object.

narrow wren