Hey thanks for reading.
If I understand correctly
Applys a matrix multiplication based on the objects current position, and renders the object in a different position than its "actual" position. I'm starting to work with some higher poly count objects and in doing such I came to a conclusion of making one BaseTri Class that can have a local rotation and a global rotation (based on a given pivot point of the object).Code:glRotatef(anglef, xamountf, yamountf, zamountf);
When both rotations are applied to the object it can be given a semi-complex position that is not acurate to its "actual" position. When it comes to detecting collisions I have done such based on the objects actual position, so inevitably this is going to create an inaccuracy. If the object was small and only allowed to rotate its BaseTriangles around its center point, and the object that was colliding was moving fast the inaccuracy wouldn't be percievable. But what if I have a object that is based off one main object and a few orbiting objects (say swords swirling around a mage) If i wanted to detect a collision with a sword I don't understand how I would detect a collision with this object since the rotate function is only creating the illusion of motion and in actuality the swords would be standing still. I have two possible solutions both of which seem to be very comsuming for coding, and a desperate hope.
1). Detect Collisions based off a forumla that analyzes an objects x, y, and z angles around its Pivot Point, and size, and shape. (considering the 3 rotation values can have an incredibly large number of possibilities of position if all rotations are enabled, this is daunting)
2). Don't use glRotatef and write formulas for manually rotating the actual positions of each vertex of each BaseTriangle. (once again working with 3 possible angles with range 0- 359.9, becomes a little daunting)
I wasn't sure which would be more "functional" as I don't see any pitfall of either solution(other than the time taken to manually produce and validate the formulas), and I was curious if there was already some "accepted" standard for this type of problem.
Desperate hope: (which would seem the easiest) is there a way to store the finished product of a rotation multiplication back into the vertice points of the triangles?