How can I get the new position of my vertex given a 4x4 transform matrix or simply 9 floats (positionX, positionY, positionZ, rotationH, rotationP, rotationR, scaleX, scaleY, scaleZ)? Usually I can assign the matrix to my final mesh (or "node", or "object", or "geom"), but right now I need to do it manually.
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In order to apply a general 4x4 transformation matrix to a vertex represented as a 3 dimensional vector, you need to:
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Matrix-vector multiplication:
See the page on wikipedia for more |
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