22 m_position.Set(position.x, position.y, position.z);
23 m_rotation = rotation;
29 vec3 position = vec3::Lerp(t, a.m_position, b.m_position);
30 Quaternion rotation = a.m_rotation.Slerp(t, b.m_rotation);
32 return {position, rotation};
35 mat4 GetLocalMatrix() {
37 mat = mat4::Translate(m_position.x, m_position.y, m_position.z);
38 mat = m_rotation.ToMatrix4() * mat;