1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
use {Vector3, Basis}; /// 3D Transformation (3x4 matrix) Using basis + origin representation. #[repr(C)] #[derive(Copy, Clone, Debug, PartialEq)] pub struct Transform { /// 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. pub basis: Basis, /// The translation offset of the transform. pub origin: Vector3, } // TODO: methods!