Mapping rotation

I need to use the data from an intersect node to calculate where something should be - the transform in to the intersect node has been rotated - how do I re-map this data?

rotation mapping.v4p (26.4 kB)

since the output data from intersect is relative to the quad, you simply put it into the ‘quad space’ by connecting the quad transform to the relative transform:

since the output data from intersect is relative to the quad, you simply put it into the ‘quad space’ by connecting the quad transform to the relative transform:

rotation mapping relative.v4p (24.2 kB)

after having a second thought about it, you can also use the intersection point itself. both solutions have their pros and cons:

after having a second thought about it, you can also use the intersection point itself. both solutions have their pros and cons:

rotation mapping relative2.v4p (11.4 kB)

Some very neat tricks TF, this has solved half my problem. I originally was thinking of doing it with mapping because while this works perfectly for the controllers, I need to transfer the coordinates to XY and for Box2D - scaling them up at the same time.

So, would the best way to go about doing this to be use a Getmatrix and then map the range? I can make an example patch if needed.

yes, example would be good to understand the application…

This should make it all clear!

This should make it all clear!

rotation mapping.zip (13.9 kB)

like this?

like this?

rotation mapping.zip (12.7 kB)