Builtin Library
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.