I guess i have a mathematics problem but perhaps, there is a better way in Irrlicht to get what I want:
I want a aabbox3df to follow a scene node (not the bounding box). All i've got is a matrix4 where the rotation and translation of the node is stored. So i can get matrix4->getRotationDegrees() and matrix4->getTranslation().
void Update() // not an Irrlicht Update function
{
actmat.getTransformInformation();
lastmat.transformBox(physbox);
actmat.transformBox(physbox);
actmat.getInverse(lastmat);
}
I'm sure i get the right information because with this actmat matrix i also change the position and rotation of my scenenode.
I also tried to transform the MinEdge and MaxEdge vectors of aabbox3df but it didn't work either
core::matrix4 m;
// it is safe to put a translate and a rotate into a matrix like this,
// just don't apply a scale
m.setTranslation(translation);
m.setRotation(rotation);
m.transformBoxEx(box);