A transformation matrix is ββan implementation used for 3D graphics. This simplifies math to accelerate three-dimensional positional / rotational orientations of points / objects. Indeed, it is very difficult to deduce the orientation from the Transformation because of how it accumulates consecutive translations / rotations / scales.
Here is a suggestion. Take a vector that points in a simple direction (1,0,0), and then apply the transformation to it. Your resulting vector will be translated and rotated to give you something like this: (27.8, 19.2, 77.4). Apply Transform to (0,0,0) to get something like (26.1, 19.4, 50.8). You can use these two points to calculate the turns that were applied based on the knowledge of their starting points (1,0,0).
Does it help?
Kieveli
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