i have just one question : what it done exactelly when we make
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Node->convertWorldtoLocalPosition(PosA)
any idea ?
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Node->convertWorldtoLocalPosition(PosA)
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return mDerivedOrientation.Inverse() * (worldPos - mDerivedPosition) / mDerivedScale;
derived position is not worldpos?mDerivedPosition):vector offset from the node's derived position
mDerivedScale :the inverse of the node's derived scale
if derived position is worl pos that mean (worldPos - mDerivedPosition) =0 no ?derived position is world position
It doesn't store a user specified world position,
What I mean is that if people looked at the node and saw there's a member called something like mWorldPosition they might think it can be set directly, such as putting a value in there and thinking that's the new world pos. But mDerivedPosition is calculated from all the parent nodes right back to the root. So you never actually set that value directly, you can only set local offsets from a parent node.i di not understand this :
It doesn't store a user specified world position,