void SG_Spatial:: RelativeRotate( const MT_Matrix3x3& rot, bool local ) { m_localRotation = m_localRotation * ( local ? rot : (GetWorldOrientation().inverse() * rot * GetWorldOrientation())); SetModified(); }
//----------------------------------------------------------------------------- // GetWorldOrientation //----------------------------------------------------------------------------- //!! NxMat33 CPhysicObj::GetWorldOrientation () const { assert( m_bActivated ); // NOTA: Siempre tendremos que tener al menos 1 parte. return GetWorldOrientation(0); }