Hi there, I’m going a bit of simple collision detection, and having difficulty when I rotate objects, namely that that the bounds stay in the same postition as if the object had not been rotated.
I know that this is due to the bounds’ location being local, as opposed to the global/scene position of the objects I’m testing for collision against - currently I have the bounds.min.x etc plus the parentOC3D.x which give me a real world position of the bound, it’s just the rotation which is puzzling me.
I tried rotating the mesh itself, rather than its parent OCD, but I get the same result…
Is there a way to ‘apply’ the rotation to the mesh, and thereby recalculate the bounding box?
Luckily, my objects are only going to be rotated by 90 degrees at a time, and around the y axis, so I could add in some of conditionals which swap the calculations around, I guess…