I was reading the Godot documentation trying to understand 3d rotations.
I made a test scene where the yellow prism is rotated 90 degrees in the editor. I then printed the transform basis :

The code I used is this :
var loc_transf = $"../Camera_Mark3".transform
print(loc_transf.basis)
The result was :
((-0, 0, 1), (0, 1, 0), (-1, 0, -0))
... which seems like the wrong way around ??? It seems to me that the local X axis of the yellow prism is facing towards the negative Z, so it should be (0,0,-1). Same thing for the local Z-axis ; it faces in the direction of the positive X, so it should be (+1,0,0) ?