User specified (or calculated) world rotation
- If a TransformParent exists and no LocalRotation exists, the value
will be used as the object to world translation irrespective of the
parent object to world matrix.
- If a TransformParent exists and a LocalRotation exists, the calculated
world rotation will be stored in this value by the TransformSystem.
- If a TrasformMatrix exists, the value will be stored as the rotation
part of the matrix.
Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetType()
public struct Rotation : IComponentData
Constructors
Declaration
public Rotation(quaternion rotation)
Parameters
Type |
Name |
Description |
quaternion |
rotation |
|
Fields
Declaration
Field Value
Type |
Description |
quaternion |
|
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