Time for a compromise.

Last night I solved the collision problem by transforming the points manually and then building the collision tree. The drawback is that whenever the objects move I have to recreate the collisions.

I noticed some strange behaviour when I still had the body matrix set and then when I transformed the vectors with this matrix the points were still in their original positions. Newton did some sort of inverse transformation on them. When I set the body matrix to a identity matrix, then the points appeared to be where they should have been in the first place.

Obviously this means that my space stations cannot rotate/move anymore, but I have to compromise to keep things going. Maybe I'll change this after the competition is over...