Hello everyone. Got a question about vex rotation for VDB objects.
I've got a FLIP setup in which there is a model of a ship moving forward and rotating slightly. I created rotation control using VEX code. Very simple version of it looks like this:
//Rotate object along X axis; this is just for an example
matrix3 m = ident();
float angle_x = radians(ch('Angle'));
rotate (m, angle_x, {1, 0, 0} );
@P *= m;
This works for regular objects just fine. However, I want to use VDB version of the ship for collisions. When I apply this code to VDB object it doesn't work. I need VDB object to move and rotate as the original model exactly. So the question is - How can I transform this code or write a new one to rotate VDB object exactly as regular model?