Thank you for the explanation Ciaran, this seems to work great! There's only one problem now: The rotation happens around the scene origin while I want the points to rotate around their polygon centers.
On Tue, Aug 28, 2012 at 9:52 AM, Ciaran Moloney <[email protected]>wrote: > Hi, > the easiest way to deal with this type of thing is indeed using matrices, > but you need a local matrix per polygon. You can get a 3x3 matrix using > Self.polygonreferenceframe. You're going to want to zero-out this matrix > (it just describes the local axis of the polygon), but matrix multiplying > the pointpositions by the inverted poly reference frame. Now you can do > your rotations (rotate vector) in the familiar local space of the object > since the polygon is now aligned to local space. When you're done rotating > the points, simply re-multiply them by the polygon reference frame, to put > them back into the correct space of the polygon. > >

