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- auto Transform::getMatrix() const -> Matrix4f
- {
- auto parentMat = parent == nullptr
- ? Matrix4f::createIdentity()
- : parent->getMatrix();
- auto parentPos = parent == nullptr
- ? Vector3f::zero()
- : parent->getWorldPosition();
- auto toParentNeg = Matrix4f::createTranslation(-parentPos.x, -parentPos.y, -parentPos.z);
- auto toParent = Matrix4f::createTranslation(parentPos.x, parentPos.y, parentPos.z);
- auto rot = localRotation.transform(); // Get a matrix representation of this quaternion
- return parentMat * toParent * rot * toParentNeg;
- }
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