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.
Construct the Transform from four [Vector3]. Each axis corresponds to local basis vectors (some of which may be scaled).
Construct the Transform from a [Basis] and [Vector3].
Construct the Transform from a [Transform2D].
Construct the Transform from a [Quat]. The origin will be Vector3(0, 0, 0).
Construct the Transform from a [Basis]. The origin will be Vector3(0, 0, 0).
Returns the inverse of the transfrom, under the assumption that the transformation is composed of rotation, scaling and translation.
Interpolate 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 a transfrom with the basis orthogonal (90 degrees), and normalized axis vectors.
Rotate the transform around given axis by phi. The axis must be a normalized vector.
Scale the transform by the specified 3D scaling factors.
Translate the transform by the specified offset.
Transforms the given vector "v" by this transform.
Inverse-transforms 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.