A 3×4 matrix representing a 3D transformation. A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, and scaling. It consists of a [member basis] (first 3 columns) and a [Vector3] for the [member origin] (last column). For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial. $DOCS_URL/tutorials/math/index.html $DOCS_URL/tutorials/math/matrices_and_transforms.html $DOCS_URL/tutorials/3d/using_transforms.html https://godotengine.org/asset-library/asset/584 https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/583 Constructs a default-initialized [Transform3D] set to [constant IDENTITY]. Constructs a [Transform3D] as a copy of the given [Transform3D]. Constructs a Transform3D from a [Basis] and [Vector3]. Constructs a Transform3D from a [Projection] by trimming the last row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z.w[/code], and [code]from.w.w[/code] are not copied over). Constructs a Transform3D from four [Vector3] values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled). Returns the inverse of the transform, under the assumption that the basis is invertible (must have non-zero determinant). Returns a transform interpolated between this transform and another by a given [param weight] (on the range of 0.0 to 1.0). Returns the inverse of the transform, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not). Use [method affine_inverse] for non-orthonormal transforms (e.g. with scaling). Returns [code]true[/code] if this transform and [param xform] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. Returns [code]true[/code] if this transform is finite, by calling [method @GlobalScope.is_finite] on each component. Returns a copy of the transform rotated such that the forward axis (-Z) points towards the [param target] position. The up axis (+Y) points as close to the [param up] vector as possible while staying perpendicular to the forward axis. The resulting transform is orthonormalized. The existing rotation, scale, and skew information from the original transform is discarded. The [param target] and [param up] vectors cannot be zero, cannot be parallel to each other, and are defined in global/parent space. If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the [param target] position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right). 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 around the given [param axis] by the given [param angle] (in radians). The [param axis] must be a normalized vector. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code]. This can be seen as transforming with respect to the global/parent frame. Returns a copy of the transform rotated around the given [param axis] by the given [param angle] (in radians). The [param axis] must be a normalized vector. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code]. This can be seen as transforming with respect to the local frame. Returns a copy of the transform scaled by the given [param scale] factor. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code]. This can be seen as transforming with respect to the global/parent frame. Returns a copy of the transform scaled by the given [param scale] factor. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code]. This can be seen as transforming with respect to the local frame. Returns a copy of the transform translated by the given [param offset]. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code]. This can be seen as transforming with respect to the global/parent frame. Returns a copy of the transform translated by the given [param offset]. This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code]. This can be seen as transforming with respect to the local frame. 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 (column 3, the fourth column). Equivalent to array index [code]3[/code]. [Transform3D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation. [Transform3D] with mirroring applied perpendicular to the YZ plane. [Transform3D] with mirroring applied perpendicular to the XZ plane. [Transform3D] with mirroring applied perpendicular to the XY plane. Returns [code]true[/code] if the transforms are not equal. [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. Transforms (multiplies) the [AABB] by the given [Transform3D] matrix. Transforms (multiplies) each element of the [Vector3] array by the given [Transform3D] matrix. Transforms (multiplies) the [Plane] by the given [Transform3D] transformation matrix. Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent). Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix. This operator multiplies all components of the [Transform3D], including the [member origin] vector, which scales it uniformly. This operator multiplies all components of the [Transform3D], including the [member origin] vector, which scales it uniformly. Returns [code]true[/code] if the transforms are exactly equal. [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.