2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of three [Vector2] values: [member x], [member y], and the [member origin].
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="Transform2D"/>
<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="orthonormalized">
<returntype="Transform2D"/>
<description>
Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1).
[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
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 [Vector2], [Rect2], or [PoolVector2Array] by this transform.
</description>
</method>
<methodname="xform_inv">
<returntype="Variant"/>
<argumentindex="0"name="v"type="Variant"/>
<description>
Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] 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 identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation.