Vertex positions

Blitz3D Forums/Blitz3D Programming/Vertex positions

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.

Use TFormPoint() on each vertex position to find out its true position in the world.

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?

	TFormPoint 0,VertexY(surf,0),0,mesh,0
	Text 0,0," y = "+TFormedY()


I guess i'll need to use rotatemesh instead then? That's a bummer...

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...

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?

AH! Thanks Stevie and Beaker. Odd that i would need all co-ords, since i'm only rotating on the X axis :o)

Thanks for the quick responces, much appreciated!