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I've been trying to implement a transform hierarchy system. So far I've only managed to copy the exact transform of an object's parent and applying it to a child of the same type.
Note that T3D here is the custom transform type with a pointer to It's parent. It's implemented pretty much identically to it's counterpart over in the blog I've linked. But just for clarity, here is what it looks like:
And here is my slightly modified implementation of
For every Update() call in my object tree, I call this function as such: The issue I'm having, is that all the children of an object just inherit the root object's transform directly when calling the
Otherwise, the first implementation of I'd greatly appreciate if anyone here with better understanding of 3D transformations could help me out here. Thank you. |
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Replies: 2 comments 1 reply
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I've completely neglected my global transform for each object. Closing this thread, sorry for the confusion |
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Hi, I’ve been thinking about implementing my own transform hierarchy. Is there any chance of getting this into Raylib? |
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I've completely neglected my global transform for each object. Closing this thread, sorry for the confusion