public void GetWorldPose(out Vector3 position, out Quaternion rotation)
    {
        position = transform.TransformPoint(wheelCentre);
        float rotationAngle = PhysXLib.GetWheelRotationAngle(vehicle, wheelNum) * Mathf.Rad2Deg;

        rotation = transform.rotation * Quaternion.AngleAxis(steerAngle, Vector3.up) * Quaternion.AngleAxis(rotationAngle, Vector3.right);
        //rotation = transform.rotation * Quaternion.AngleAxis(steerAngle, transform.up);
    }