function __transform() constructor { parent = noone; position = new __vec3(0); rotation = new BBMOD_Quaternion(); scale = new __vec3(1); static submitMatrix = function() { if(parent) parent.submitMatrix(); var pos = matrix_build(position.x, position.y, position.z, 0, 0, 0, 1, 1, 1); var rot = rotation.ToMatrix(); var sca = matrix_build(0, 0, 0, 0, 0, 0, scale.x, scale.y, scale.z); matrix_stack_push(pos); matrix_stack_push(rot); matrix_stack_push(sca); } static clearMatrix = function() { matrix_stack_pop(); matrix_stack_pop(); matrix_stack_pop(); } }