Oh yeah forgot about that. That would be much simpler since the
vertex themselves are part of that object.
Does scaling apply as well?
On Aug 22, 2005, at 2:53 PM, Joseph J. Strout wrote:
At 2:29 PM -0700 8/22/05, Lo Saeteurn wrote:
So it looks like all you do is:
- Multiply by scale value
- Rotate it around the origin (with the stored yaw and pitch
values; yaw first then pitch)
- Add the position stored in RB's position property
Or, you use Object3D.ObjectToWorldTransform, which does all of the
above for you. :)
Best,
- Joe
--
Joe Strout REAL Software, Inc.
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