WorldRotation updates the world matrix and sets the specified vector to the current world rotation of this node in Euler angles.
(result *math32.Vector3)
| 782 | // WorldRotation updates the world matrix and sets |
| 783 | // the specified vector to the current world rotation of this node in Euler angles. |
| 784 | func (n *Node) WorldRotation(result *math32.Vector3) { |
| 785 | |
| 786 | var quaternion math32.Quaternion |
| 787 | n.WorldQuaternion(&quaternion) |
| 788 | result.SetFromQuaternion(&quaternion) |
| 789 | } |
| 790 | |
| 791 | // WorldScale updates the world matrix and sets |
| 792 | // the specified vector to the current world scale of this node. |
nothing calls this directly
no test coverage detected