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Sprite3D.isFlat() calculation does not take transformationMatrix3D adjustments into consideration #969

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@Snky

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@Snky
..container = new Sprite3D();
_containerTransformationMatrix3DHelper = ..container.transformationMatrix3D.clone();
_containerTransformationMatrix3DHelper.(prepend/append)Rotation(rX, Vector3D.X_AXIS);
_containerTransformationMatrix3DHelper.(prepend/append)Rotation(rY, Vector3D.Y_AXIS);
_containerTransformationMatrix3DHelper.(prepend/append)Rotation(rZ, Vector3D.Z_AXIS);
..container.transformationMatrix3D.copyFrom(_containerTransformationMatrix3DHelper);

trace(..container.is3D, ..container.isFlat); //true, true

The isFlat function should compensate for these adjustments. Which would make the trace result: true, false

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