pub fn build_transform3d_matrix(
params: &Transform3d,
border_min: Vec2,
border_size: Vec2,
scale_factor: f32,
) -> Mat4Expand description
Build the composite matrix for one layer in physical screen px.
border_min/border_size are the node’s border box (NOT the
outset-inflated LayerCaptureRect). Canonical order around the resolved
origin o: M = T(o) · P(d) · T(t) · Rz · Ry · Rx · S · T(−o) — column
vectors, rightmost applies first, i.e. scale, then rotations, then
translation, then the self-perspective projection, all about the pivot.