Is there a way to get the world translation of a vertex that was read from the vertex buffer of a mesh?
My first thought was to add the sum of the local translations of all of the parents, but I don’t think that would take into account any displacement due to parent rotations.
My second thought was to attach a dummy spatial to the first parent spatial of the mesh, then set it’s local translation to the position of the mesh vertex, all just to call it’s getWorldTranslation() method. Seems like a cheap hack, even if I only attach one dummy spatial and reuse it for each vertex in the mesh.
My third thought was to post here for suggestions, maybe there is a hidden util for this.