Matrix3x4 SceneNode::getLocalTransform() { Matrix3x4 transform = Matrix3x4(); transform.translate(position_); transform.rotateX(radToDeg(rotation_.x_)); transform.rotateY(radToDeg(rotation_.y_)); transform.rotateZ(radToDeg(rotation_.z_)); transform.scale(scale_); return transform; }
void Camera::updateFrustum() { if (projectionDirty_) updateProjection(); Matrix3x4 transform = Matrix3x4::translationMatrix(position); transform.rotateY(degToRad(-yaw - 180.0f)); transform.rotateX(degToRad(-pitch)); frustum_.setTransform(transform); frustumDirty_ = false; }