private Vector3 getOffset()
{
if (parent != null)
{
Quaternion totalrot = getParentRot(); // we don't want this joints rotation included
Vector3 parento = parent.getOffset();
mTotalPos = parento + pos * parent.scale * totalrot;
Vector3 orig = getOrigOffset();
mDeltaPos = mTotalPos - orig;
posdirty = false;
return mTotalPos;
}
else
{
Vector3 orig = getOrigOffset();
//mTotalPos = (pos * scale)+offset_pos;
//mTotalPos = (pos) + offset_pos;
mTotalPos = pos;
mDeltaPos = mTotalPos - orig;
posdirty = false;
return mTotalPos;
}
}