WorldDirection updates the world matrix and sets the specified vector to the current world direction of this node.
(result *math32.Vector3)
| 801 | // WorldDirection updates the world matrix and sets |
| 802 | // the specified vector to the current world direction of this node. |
| 803 | func (n *Node) WorldDirection(result *math32.Vector3) { |
| 804 | |
| 805 | var quaternion math32.Quaternion |
| 806 | n.WorldQuaternion(&quaternion) |
| 807 | *result = n.direction |
| 808 | result.ApplyQuaternion(&quaternion) |
| 809 | } |
| 810 | |
| 811 | // MatrixWorld returns a copy of the matrix world of this node. |
| 812 | func (n *Node) MatrixWorld() math32.Matrix4 { |
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