void SetWorldTransform(const Transform4D& transform);
void SetWorldTransform(const Matrix3D& m, const Point3D& p);
void SetWorldTransform(const Vector3D& c1, const Vector3D& c2, const Vector3D& c3, const Point3D& c4);
void SetWorldTransform(float n00, float n01, float n02, float n03, float n10, float n11, float n12, float n13, float n20, float n21, float n22, float n23);
||The new transform.|
||The upper-left 3 × 3 portion of the 4D transform.|
||The fourth column of the 4D transform, representing the world position.|
||The first column of the 4D transform.|
||The second column of the 4D transform.|
||The third column of the 4D transform.|
||The fourth column of the 4D transform.|
||The entry residing in row i and column j of the 4D transform.|
SetWorldTransformfunction sets the object-to-world transform. It also calculates and stores the inverse representing the transform from world space to object space.
SetWorldTransformfunction is normally called only by internal components of the engine during routine update procedures. This function should not be called by external code to directly set the world transform of an object.