TFORM help
Blitz3D Forums/Blitz3D Programming/TFORM help
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I've had a gander at older threads but I can't seem to find much on the subject. Example .. I have a mesh which has a pivot parented to it at 0,-1,0 local coordinates. When the mesh is rotated I want to get the x,y & z coordinates of this point relative to the local 0,0,0 point of the mesh. At the moment I just subtract the global coords of the mesh and pivot and this gives me what I need. The results being sort of x,y,z components of a normalised vector. If this makes sense, the question is .. can I use the TFORM vector / normal / point commands to achieve the same result? If so, can someone show me how to do this? Cheers |
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If I understand you correctly that would be: TFormPoint 0, 0, 0, ThePivot, TheMesh X# = TFormedX#() Y# = TFormedY#() Z# = TFormedZ#() |
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Thanks for the response Rottbott but I can't seem to get this to work. I think it's returning just local coords - see code below. I take it I can't use the commands like this? Graphics3D 320,240,16 light=CreateLight() camera=CreateCamera() model=CreateCone() PositionEntity model,0,0,50 ScaleEntity model,4,2,4 EntityColor model,255,255,0 pivot=CreatePivot(model) PositionEntity pivot,0,-5,0 temp=CreateSphere(4,pivot) EntityColor temp,255,0,0 ScaleEntity temp,1,3,1 While Not KeyDown(1) TurnEntity model,1,0,.5 TFormPoint 0,0,0,pivot,model x#=TFormedX() y#=TFormedY() z#=TFormedZ() RenderWorld() Color 255,255,255 Text 0,50,"x "+Int(x)+" y "+Int(y)+" z "+Int(z) Delay 50 Flip Wend |
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I think TFormVector 0,-1,0,mesh,0 should translate your vector from mesh to global space. |
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It works!! Thanks alot mate!! |