public Frustum3(Mat4 matrix) { }
public Mat4 FromRotationAxis(Vec3 axis, float angle) { Quat quaternion = Quat.FromRotationAxis(axis, angle); return(Mat4.FromQuaternion(quaternion)); }
public static Mat4 FromRigidTransform(RigidTransform3 transform) { return(Mat4.FromAffineTransform(Mat3.FromQuaternion(transform.rotation), transform.position)); }
public Vec4 Transform(Mat4 matrix) { return((matrix.x * x) + (matrix.y * y) + (matrix.z * z) + (matrix.w * w)); }