using System; using Unity.Entities; using Unity.Mathematics; namespace Unity.Transforms { [Serializable] [WriteGroup(typeof(WorldToLocal))] public struct LocalToWorld : IComponentData { public float4x4 Value; public float3 Right => new float3(Value.c0.x, Value.c0.y, Value.c0.z); public float3 Up => new float3(Value.c1.x, Value.c1.y, Value.c1.z); public float3 Forward => new float3(Value.c2.x, Value.c2.y, Value.c2.z); public float3 Position => new float3(Value.c3.x, Value.c3.y, Value.c3.z); } }