void CPhysicsObject::GetPositionMatrix(matrix3x4_t *positionMatrix) const { if (!positionMatrix) return; btTransform transform = m_pObject->getWorldTransform() * ((btMassCenterMotionState *)m_pObject->getMotionState())->m_centerOfMassOffset.inverse(); ConvertMatrixToHL(transform, *positionMatrix); }
void CPhysicsObject::GetPositionMatrix( matrix3x4_t& positionMatrix ) { IVP_U_Matrix matrix; m_pObject->get_m_world_f_object_AT( &matrix ); ConvertMatrixToHL( matrix, positionMatrix ); }
void CPhysicsObject::GetPositionMatrix(matrix3x4_t* positionMatrix) const { btTransform transform; ((btMassCenterMotionState*)m_pObject->getMotionState())->getGraphicTransform(transform); ConvertMatrixToHL(transform, *positionMatrix); }