private Quaternion ConvertToQuaternion(SceneFormat.Vector3 v) { return(Quaternion.CreateFromYawPitchRoll((float)(v.Y * Const.Deg2Rad), (float)(v.X * Const.Deg2Rad), (float)(v.Z * Const.Deg2Rad))); }
private Vector3 ConvertVector(SceneFormat.Vector3 v) { return(new Vector3((float)v.X, (float)v.Y, (float)v.Z)); }