Scaling anomoly
Posted: Tue Nov 05, 2013 2:27 am
Can anyone explain why this isnt scaling correctly while the other objects are.
Here is the creation code:
Code: Select all
// Rotation Matrix and quanternion for rotation
Matrix rotationY = Matrix.CreateFromAxisAngle(Vector3.UnitY, MathHelper.ToRadians(mapObject.gameObject.rotation.Y));
Matrix rotationZ = Matrix.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.ToRadians(mapObject.gameObject.rotation.Z));
Quaternion objectAngleY = Quaternion.CreateFromRotationMatrix(rotationY);
Quaternion objectAngleZ = Quaternion.CreateFromRotationMatrix(rotationZ);
Quaternion objectAngles = objectAngleY * objectAngleZ;
// Creates physics object
Vector3[] vertices;
int[] indices;
TriangleMesh.GetVerticesAndIndicesFromModel(mapObject.gameObject.model, out vertices, out indices);
AffineTransform newATransform = new AffineTransform(new Vector3(mapObject.gameObject.scale), objectAngles, mapObject.gameObject.position);
mapObject.physicsMesh = new StaticMesh(vertices, indices, newATransform);
space.Add(mapObject.physicsMesh);