예제 #1
0
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 );
}
예제 #3
0
void CPhysicsObject::GetPositionMatrix(matrix3x4_t* positionMatrix) const {
	btTransform transform;
	((btMassCenterMotionState*)m_pObject->getMotionState())->getGraphicTransform(transform);
	ConvertMatrixToHL(transform, *positionMatrix);
}