float4x4 object2world = (float4x4)0; object2world._11_22_33_44 = float4(scl.xyz, 1.0);//scale float4x4 rotMatrix = eulerAnglesToRotationMatrix(float3(rotX, rotY, rotZ)); object2world = mul(rotMatrix, object2world); rot // オイラー角(ラジアン)を回転行列に変換 float4x4 eulerAnglesToRotationMatrix(float3 angles) { floa…