Closed gotoarchi closed 1 year ago
Hi maybe Toolkit .EvaluateTriangles is what you are looking for.
I am afraid I need a very simple example to understand the implementation of the TRS transformation to the final coordinate.
Every node also has a world matrix.
You just need to multiply the vertices of the mesh by the world matrix of the node containing the mesh.
Thank you. I understand that each vertex gets the multiplication by the 3 transformation columns, and then added the translation vector from the World matrix. For the x coordinate: globalx=(x M11)+(x M21)+(x * M31)+M41
vector x matrix multiplication is handled by the System.Numerics types, if you're new to them I would suggest you to learn about their types, because they're widely used along all the library. There's plenty of documentation and examples about vector3 and matrix4x4 around.
Thank you. That helped. The following worked:
System.Numerics.Vector3 resultvector = System.Numerics.Vector3.Transform((System.Numerics.Vector3)(lstpoints[tx8]), nodem.WorldMatrix);
Saludos Vicente
Thanks for your great library.
We are reading a GLTF trying to find the final (global?) coordinates of the positon vertices. We looping the nodes->meshes and came across the Local Transform object and matrix. Is there any example that shows any methods that help transforming the vertices across their absolute final location. I understand that being a child you inherit transformations, but I am stuck in the transformation process.
Any example or documentation would be highly appreciated.