vertex position question
Blitz3D Forums/Blitz3D Programming/vertex position question
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Hey peeps.. Im looking to transform a mesh's vertexX, Y and Z positions to global positions. Can this be done, if so, how? Ive got a neato little function thats playing up from my kludges so im going to restart it, but this is the key to it working right this time.... |
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Something like this should work - not tested .... For s = 1 To CountSurfaces( mesh ) For v = 0 To CountVertices( s ) - 1 TFormPoint VertexX(s,v), VertexY(s,v), VertexZ(s,v), Mesh, 0 x# = TFormedX() y# = TFormedY() z# = TFormedZ() Next Next |
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You'll have to scale it too, if the mesh isn't at 1,1,1 scale. |
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I don't think you do Anthony as the tform commands take this into consideration - I always found it a pain in the butt!! |
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One thing to remember... you can't get vertex positions that are transformed by animation, only the initial start positions. Just a note to remember if you didn't know already :) |
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Cheers guys. @Stevie G The tformvector function wouldnt do what i needed it. @Sunteam Im not animating the object. I found a rather "kludgy" solution, using pivots. Thanks for your inputs anyway :D |
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TformPoint is what I suggested. Why would it not work - what is it you're doing that's different from your explanation above? |
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sorry! didnt read it properly!!! thats what i get for scanning. Tformpoint.... ahh! see, what I was doing- was tformvector- and when i saw the tformxx and tformedx() commands, iassumed incorrectly,. Thanks! Stevie G, i will go and try this when i get hold of the source... have to be later as my server seems to have died, yet again >.< hehe.. Cheers again! |