3D transformation (3×4 matrix).
Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a [member basis] and an [member origin]. It is similar to a 3×4 matrix.
https://docs.godotengine.org/en/latest/tutorials/math/index.html
https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html
Constructs the Transform from four [Vector3]. Each axis corresponds to local basis vectors (some of which may be scaled).
Constructs the Transform from a [Basis] and [Vector3].
Constructs the Transform from a [Transform2D].
Constructs the Transform from a [Quat]. The origin will be Vector3(0, 0, 0).
Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0).
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation.
Interpolates the transform to other Transform by weight amount (0-1).
Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use 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 a copy of the transform rotated such that its -Z axis points towards the [code]target[/code] position.
The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors.
Operations take place in global space.
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors.
Rotates the transform around the given axis by the given angle (in radians), using matrix multiplication. The axis must be a normalized vector.
Scales basis and origin of the transform by the given scale factor, using matrix multiplication.
Translates the transform by the given offset, relative to the transform's basis vectors.
Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by this transform.
Inverse-transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by this transform.
The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, and Z axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object.
The translation offset of the transform.
[Transform] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.
[Transform] with mirroring applied perpendicular to the YZ plane.
[Transform] with mirroring applied perpendicular to the XZ plane.
[Transform] with mirroring applied perpendicular to the XY plane.