public static Mat4 FromRigidTransform(RigidTransform3 transform)
 {
     return(Mat4.FromAffineTransform(Mat3.FromQuaternion(transform.rotation), transform.position));
 }
 public Frustum3(Mat4 matrix)
 {
 }
        public Mat4 FromRotationAxis(Vec3 axis, float angle)
        {
            Quat quaternion = Quat.FromRotationAxis(axis, angle);

            return(Mat4.FromQuaternion(quaternion));
        }