public Vector3 GetConnectedAnchor() { if (Origin != null) { return(Origin.translation()); // wo muss Origin.rotation() hin? } else { return(Vector3.zero); } }
public Rigidbody Create(GameObject gameObject) { Rigidbody rigidbody = gameObject.AddComponent <Rigidbody>(); if (Origin != null) { rigidbody.centerOfMass = Origin.translation(); } // todo: rotation von Inertial bei Inertia anwenden. rigidbody.mass = (float)Mass; Inertia.setInertia(rigidbody); return(rigidbody); }