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@modoki/engine / index / Transform

Variable: Transform

const Transform: Trait<{ rx: number; ry: number; rz: number; sx: number; sy: number; sz: number; x: number; y: number; z: number; }>

Every entity's LOCAL position/rotation/scale — the one trait almost every entity has. Rotation is Euler angles in radians (order XYZ); position/scale are in scene units.

This is LOCAL space relative to the entity's parent, not world space: rendering composes the full parent chain (see worldTransform.ts's getWorldTransform3D), but physics/audio/most gameplay code reads Transform directly as if it were world space. If an entity is parented, read world position via getWorldTransform3D(world, entity) instead of this trait's raw fields.

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