2D transformation (2×3 matrix).
2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of three [Vector2] values: [member x], [member y], and the [member origin].
For more information, read the "Matrices and transforms" documentation article.
$DOCS_URL/tutorials/math/index.html
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https://godotengine.org/asset-library/asset/584
https://godotengine.org/asset-library/asset/583
Constructs the transform from a 3D [Transform].
Constructs the transform from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three column vectors).
Constructs the transform from a given angle (in radians) and position.
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
Returns a vector transformed (multiplied) by the basis matrix.
This method does not account for translation (the origin vector).
Returns a vector transformed (multiplied) by the inverse basis matrix.
This method does not account for translation (the origin vector).
Returns the transform's origin (translation).
Returns the transform's rotation (in radians).
Returns the scale.
Returns a transform interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0).
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use [method affine_inverse] for transforms with scaling).
Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication.
Returns a copy of the transform scaled by the given [code]scale[/code] factor, using matrix multiplication.
[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors.
Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this transform.
Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this transform, under the assumption that the transformation is composed of rotation and translation (no scaling). Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For affine transformations (e.g. with scaling) see [method affine_inverse] method.
The origin vector (column 2, the third column). Equivalent to array index [code]2[/code]. The origin vector represents translation.
The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code].
The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
The identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
The [Transform2D] that will flip something along the X axis.
The [Transform2D] that will flip something along the Y axis.