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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.