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Rotates every vertex position and normal around the chosen axis (x, y, or z) by <degrees>. Bone pivots also rotate so the skeleton stays in sync. Bounds are recomputed from rotated positions (axis-aligned bbox can grow under non-90° rotations). Standard right-hand rule: positive degrees rotate counter-clockwise when looking down the axis from positive infinity. Math is hand-rolled (no glm::rotate dependency) for clarity at the call site. Together with --scale-mesh and --translate-mesh this completes the basic transform set. Useful for "imported mesh is on its side" or "the orientation flipped between Blender and Wowee" cleanup. Verified: 2×2 plane on XY rotated 90° around X correctly lands on XZ (bounds (-1,0,-1)..(1,0,1)); bad axis 'w' rejected with exit 1. Brings command count to 219 — kArgRequired entry 200. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||