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WasmGPU.createTransform().worldMatrix

Summary

WasmGPU.createTransform().worldMatrix returns the composed world-space 4x4 matrix. It includes local TRS plus all ancestor transforms in parent order. WasmGPU updates dirty transforms before returning, so the matrix reflects the latest hierarchy state. Use this for world-space bounds, custom culling, and external renderer interop.

Syntax

WasmGPU.createTransform().worldMatrix: number[]
const world = transform.worldMatrix;

Parameters

This API does not take parameters.

Returns

number[] - World transform matrix as 16 numbers in column-major layout.

Type Details

type Mat4 = [
    number, number, number, number,
    number, number, number, number,
    number, number, number, number,
    number, number, number, number
];

Example

const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);

const parent = wgpu.createTransform().setPosition(5, 0, 0);
const child = wgpu.createTransform().setPosition(1, 0, 0).setParent(parent);

const world = child.worldMatrix;
console.log(world[12], world[13], world[14]);

See Also