9 , m_matrixInverse(1.0f)
10 , m_matrixInvalid(true)
11 , m_matrixInverseInvalid(true)
38 * glm::rotate(mat4(1.0f),
m_rotation.z, vec3(0,0,1))
39 * glm::rotate(mat4(1.0f),
m_rotation.y, vec3(0,1,0))
40 * glm::rotate(mat4(1.0f),
m_rotation.x, vec3(1,0,0))
41 * glm::scale(mat4(1.0f),vec3(
m_scale));
84 return glm::normalize(mat[2]);
90 return glm::normalize(mat[0]);