Closed kkukshtel closed 1 year ago
As I follow up I basically figured it out. I worked mostly on getting the verts into world space and then just passing null
to the collision check functions, but I think I now know enough where I could just pass them in directly via c2x.
I'm having a hard time understand what parameters to pass to c2x for a poly rotation to produce the correct result. I'm trying to do collision for a rotating square (poly) and don't understand how the transform should be applied/which rotation to use. I think in general, my questions are:
Would love any help here!