Vector3 vecZ = t.localToWorldMatrix.GetColumn(2);
obb.center = t.position;
obb.right = vecX * 1.0f / (vecX.magnitude);
obb.up = vecY * 1.0f / (vecY.magnitude);
obb.right = vecX * (1.0f / vecX.magnitude);
obb.up = vecY * (1.0f / vecY.magnitude);
return obb;
}