3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a [member basis] (first 3 columns) and a [Vector3] for the [member origin] (last column).
For more information, read the "Matrices and transforms" documentation article.
Returns a transform interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0).
</description>
</method>
<methodname="inverse">
<returntype="Transform"/>
<description>
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.
</description>
</method>
<methodname="looking_at">
<returntype="Transform"/>
<argumentindex="0"name="target"type="Vector3"/>
<argumentindex="1"name="up"type="Vector3"/>
<description>
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.
</description>
</method>
<methodname="orthonormalized">
<returntype="Transform"/>
<description>
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 [code]axis[/code] by the given [code]phi[/code] angle (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector.
Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
</description>
</method>
<methodname="xform">
<returntype="Variant"/>
<argumentindex="0"name="v"type="Variant"/>
<description>
Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by this transform.
</description>
</method>
<methodname="xform_inv">
<returntype="Variant"/>
<argumentindex="0"name="v"type="Variant"/>
<description>
Inverse-transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] 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 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.