This topic provides a reference table for all automatic type conversions to transformation, sorted by merit.
Direct Conversions
This section lists all direct
conversions to the transformation type. A 'Direct' conversion indicates a relation between very related types, such as integers and numbers, or 2D and 3D points. Though note that even these conversions can fail due to out-of-bounds issues, or be narrowing due to reduction.
| From | Explanation |
|---|---|
| plane | Creates an orientation transformation from world XY to the plane. |
| vector | Creates a translation transformation using the vector. |
Plausible Conversions
This section lists all plausible
conversions to the transformation type. A 'Plausible' conversion indicates a non-straightforward, but a still reasonable conversion between two types that share a salient quality, or where one is an obvious sub-type of the other. For example curves and intervals, or points and planes. Any plausible conversion can also be achieved through the explicit use of standard components.
| From | Explanation |
|---|---|
| angle | Creates a counter-clockwise rotation around the origin. |
| integer | Creates a translation along the Z-axis by the integer value. |
| integer (big) | Creates a translation along the Z-axis by the integer value. |
| number | Creates a translation along the Z-axis by the number value. |
| point2 | Creates a translation transformation to the point location. |
| point3 | Creates a translation transformation to the point location. |
Strange Conversions
This section lists all strange
conversions to the transformation type. A 'Strange' conversion indicates a peculiar, but occasionally sensible, translation between types. However, it is equally likely that the conversion was not intended and thus represents a mistake in the algorithm design, which is why this conversion level is the default for showing conversion warnings in the Grasshopper interface. Examples in this category include the conversion between colours and booleans, or between circles and triangles. Any strange conversion can also be achieved through the explicit use of standard components.
| From | Explanation |
|---|---|
| complex number | Creates a translation using real and imaginary components as X and Y motion. |
| view | Extract the projection transformation from world to clip coordinates. |