void CFixedJoint::getLocalTransform(JointBody body, Vector3& position, Quaternion& rotation) { position = mPositions[(int)body]; rotation = mRotations[(int)body]; HRigidbody rigidbody = mBodies[(int)body]; if (rigidbody == nullptr) // Get world space transform if no relative to any body { Quaternion worldRot = SO()->getWorldRotation(); rotation = worldRot*rotation; position = worldRot.rotate(position) + SO()->getWorldPosition(); } else { // Find world space transform Quaternion worldRot = rigidbody->SO()->getWorldRotation(); rotation = worldRot * rotation; position = worldRot.rotate(position) + rigidbody->SO()->getWorldPosition(); // Get transform of the joint local to the object Quaternion invRotation = rotation.inverse(); position = invRotation.rotate(SO()->getWorldPosition() - position); rotation = invRotation * SO()->getWorldRotation(); } }
void CSliderJoint::getLocalTransform(JointBody body, Vector3& position, Quaternion& rotation) { position = mPositions[(UINT32)body]; rotation = mRotations[(UINT32)body]; HRigidbody rigidbody = mBodies[(UINT32)body]; const Transform& tfrm = SO()->getTransform(); if (rigidbody == nullptr) // Get world space transform if no relative to any body { Quaternion worldRot = tfrm.getRotation(); rotation = worldRot*rotation; position = worldRot.rotate(position) + tfrm.getPosition(); } else { const Transform& rigidbodyTfrm = rigidbody->SO()->getTransform(); // Use only the offset for positioning, but for rotation use both the offset and target SO rotation. // (Needed because we need to rotate the joint SO in order to orient the slider direction, so we need an // additional transform that allows us to orient the object) position = rotation.rotate(position); rotation = (rigidbodyTfrm.getRotation()*rotation).inverse()*tfrm.getRotation(); } }