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I think you are right. The current operation (TV = R_T_S*V) rotates the vertex after being translated, ending up in a rotation that is no longer intrinsic to the object.
An animated rotation with a fix translation of a model shows the effects. I checked the TV = T_R_S*V transformation and it seems to produce proper results.
Hi all$ @amazingsmash , @DiegoGomezDeck , @akosmaroy
I think a caught a bug for you. Shape.cpp:85 was:
const MutableMatrix44D localTransform = headingRotation.multiply(pitchRotation).multiply(rollRotation).multiply(translation).multiply(scale);
should be:
const MutableMatrix44D localTransform = translation.multiply(headingRotation).multiply(pitchRotation).multiply(rollRotation).multiply(scale);
The right order of transformations is scale first, then rotations around origo then translation.
What do you think?
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