//This is valid for Dynamic rigidbodies (called once at initialization) //and Kinematic rigidbodies, called every simulation tick (if body not sleeping) to let the physics engine know where the kinematic body is. private static void RigidBodyGetWorldTransform(PhysicsElement element, out Matrix physicsTransform) { if (element.BoneIndex == -1) { element.DerivePhysicsTransformation(out physicsTransform); } else { element.DeriveBonePhysicsTransformation(out physicsTransform); } }
//This is valid for Dynamic rigidbodies (called once at initialization) //and Kinematic rigidbodies (called every simulation tick (if body not sleeping) to let the physics engine know where the kinematic body is) static void RigidBodyGetWorldTransform(PhysicsElement element, out Matrix physicsTransform) { physicsTransform = element.DerivePhysicsTransformation(); }