public static Matrix4x4 RotateAroundAxis(Vector3 center, Vector3 normal, float angle) { var rotation = Quaternion.AngleAxis(angle, normal); return(MathExtensions.RotateAroundPoint(center, rotation)); }
public static Matrix4x4 ScaleFromPoint(Vector3 center, Vector3 normal, float scale) { // TODO: take normal into account return(MathExtensions.ScaleFromPoint(center, new Vector3(scale, scale, scale))); }