Original Post
Hi all,
I have another question for you I can''t figure out the good solution for.
Assume you have a model. You figure out its box by finding min/max values for X, Y and Z and then use them to build a 3D box.
Although you can do collision detection using it while the matrix of the model stays as identity one (4x4 matrix), the same box wouldn''t give a good and accurate collision detection when the object is rotated.
The question is: should I go for sphere/ellipsoidal collision detection in that case (rotating), or how do I manually rotate vertices?
I already know how to do scale, you just multiply scale values by vertex values, but I''m just not sure how to do rotation maths. Please also consider the use of full matrix (i.e displacement, rotation and scale) with model and the calculation of its box with that matrix.
Thanks a lot.
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