Rotating vectors
I''m making a ray-polygon collision detection system and I want to check the collisions also when the object is rotated... so I think that to do it I will need to rotate the ray with the inverse angle of actual object angle, etc., etc., etc.
My doubt is: how do I rotate my ray around the 0,0,0 origin?
You build yourself a rotation matrix and multiply the vector with that matrix. If you allow yourself to use D3DX its a piece of cake.
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