Vertex positions
Blitz3D Forums/Blitz3D Programming/Vertex positions| 
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| If i read the vertex co-ords via vertexX,y and z, i know the co-ords are taken from the entities centre. But, if i rotate that entity, does the co-ords get trasformed as well? What i'm trying to do, is get the lowest point on a mesh, by reading the lowest vertexY() position. | 
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| Use TFormPoint() on each vertex position to find out its true position in the world. | 
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| I have tried tformpoint using the vertex co-ords of the mesh, source being the mesh and destination being the world, but rotateentity doesn't change the vertex co-ords at all, so how would i find their positions? | 
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| TFormPoint 0,VertexY(surf,0),0,mesh,0 Text 0,0," y = "+TFormedY() | 
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| I guess i'll need to use rotatemesh instead then? That's a bummer... | 
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| I suppose... if i kept track of the entitys rotations, performed via RotateEntity, i could always rotate the mesh that amount, grab the co-ords, then rotate the mesh back by the same amount. Just wondering if there is an easier way... | 
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| It should work fine with rotateentity.  You need to use all the vertex coords to get the correct tformedy() tformpoint vertexx( s, v ) , vertexy( s, v ) , vertexz( s, v ), mesh , 0 text 0,0, " y = " + tformedy() p.s. What you making? | 
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| AH! Thanks Stevie and Beaker. Odd that i would need all co-ords, since i'm only rotating on the X axis :o) | 
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| Thanks for the quick responces, much appreciated! |