Paradox Game Engine  v1.0.0 beta06
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TransformTRS.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 using SiliconStudio.Core;
4 using SiliconStudio.Core.Mathematics;
5 using SiliconStudio.Core.Serialization;
6 
7 namespace SiliconStudio.Paradox.Effects
8 {
9  /// <summary>
10  /// Stores transformation in a TRS format (Translation, Rotation and Scaling).
11  /// </summary>
12  /// <remarks>
13  /// It first applies scaling, then rotation, then translation.
14  /// Rotation is stored in a Quaternion so that animation system can provides smooth rotation interpolations and blending.
15  /// </remarks>
16  [DataContract]
17  public struct TransformTRS
18  {
19  /// <summary>
20  /// The translation.
21  /// </summary>
23 
24  /// <summary>
25  /// The rotation.
26  /// </summary>
28 
29  /// <summary>
30  /// The scaling
31  /// </summary>
32  public Vector3 Scaling;
33  }
34 }
Vector3 Translation
The translation.
Definition: TransformTRS.cs:22
Represents a three dimensional mathematical vector.
Definition: Vector3.cs:42
Stores transformation in a TRS format (Translation, Rotation and Scaling).
Definition: TransformTRS.cs:17
Represents a four dimensional mathematical quaternion.
Definition: Quaternion.cs:45