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The Transform3D Class

The Transform3D class provides a large number of methods for getting and setting the various components of its transform matrix (see Table 13.6). Its constructors also accept a variety of different parameters for creating a Transform3D object. A Transform3D can be built from a 4 ×4 matrix, or from a 3 × 3 matrix plus a vector and a scale factor (see Tables 13.4 and 13.5).

You can set the rotations from a vector of Euler angles, a matrix, a quaternion, or an AxisAngle object. A uniform scale can be set as a floating-point or double-precision value, and a nonuniform scale can be set from a vector of three such values. You can set both the rotation and scale at the same time from a matrix. You can invert a Transform3D, multiply it by another Transform3D (thereby accumulating the two transforms), or normalize the matrix. You can reset a matrix to all zeroes or to an identity matrix.


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