Hi Boris,
my point is that I don't want to translate the object to the origine because my
objects kann have 500.000 triangles or more( and that will cost me too much
time). Until now I have translated my objects to the origine and it works fine(
and that is done with the A Matrix you suggest I should use). What I was
thinking about is(I don't know if this is possible) to translate the coordinate
origin to the center of the boundingbox und rotate my objects(using the
MouseRoate behavior).
Mohammed
Epelman Boris schrieb:
> Hi!
>
> You need to perform the following transformation:
>
> T*A*R*A^(-1)*T^(-1)*M
> where
>
> M is your object
> T is the object's transform that holds all bthe transformations performed
> on the object till now.
> A this matrix brings the center of the object to (0,0,0) if the object was
> not originally created at the origin.
> R your rotation matrix
>
> Tell me if it helped.
>
> Boris
>
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