if you have a structure
push / translate / rotate / scale / draw_object() / pop
there is a way to know exactly where it is,
if you save that info with:
push / translate / rotate / scale / draw_object()
float jx = modelX(0, 0, 0);
float jy = modelY(0, 0, 0);
float jz = modelZ(0, 0, 0);
pop
now can use that jx,jy,jz
like for a collision…
old 3D test code here: Trying to use modelX() but built a spiral galaxy of points - #4 by kll