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Builtin Library

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README.md

proc.placement

Where a graph stands in the world, as a 4x4 matrix held as 16 numbers column after column: the layout entity:worldMatrix() and camera.viewData().viewProj answer in.

A graph is evaluated in its own space, whose origin is the entity it stands on. A Generator draws what it makes under its entity, so the graph's origin stands where the entity does, and an effect built at the origin works wherever it is played. A node that pulls from the scene (scene.fetch, terrain.ground, sim.scene_colliders) reads that origin from the scene the evaluation hands it, ctx:scene().origin(), and takes what it reads from the world into the graph's space. A graph evaluated standing on no entity has the world's origin for its own (proc.placement.IDENTITY).

mul, inverse, point, scale, rotation, turn and conjugate are the matrix and quaternion steps such a node takes.