3D Transformation. 3x4 matrix.
Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a [Basis] "basis" and an [Vector3] "origin". It is similar to a 3x4 matrix.
http://docs.godotengine.org/en/3.0/tutorials/math/index.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).
Rotate the transform around the up vector to face the target.
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors.
Rotates the transform around given axis by phi. The axis must be a normalized vector.
Scales the transform by the specified 3D scaling factors.
Translates the transform by the specified offset.
Transforms the given vector "v" by this transform.
Inverse-transforms the given vector "v" 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.