I see in the reference material that a matrix multiply is overloaded so that you can do tmpMat = Mat1 * Mat2, but I am trying to get a vector rotated by a matrix, which would be tmpVec = Vec1 * Mat1. I dont see any overloaded function for this.
Also is there a way to get the position of a node that has been parented by another node in world space? Basically I have an offset vector thats parented so it stays with the object, but I need to know that vector’s world position so I can interpolate a non-parented node to it.
EDIT: ok I figured out the world space issue, I just needed to getPos(mWorld) and getHpr(mWorld). Which almost makes my first question a moot issue, but I’d still like to know if there is an undocumented way of doing multiplying a matrix by a vector to get a vector rotated by the matrix.