public btQuaternion getRotation()
{
btQuaternion ret = new btQuaternion(LinearMathPINVOKE.btTransform_getRotation(swigCPtr), true);
return ret;
}
void Update() { if( rigidBodyObj != null && myMotionState != null ) { btTransform ts = new btTransform(); myMotionState.getWorldTransform(ts); btVector3 vecOut = ts.getOrigin(); btQuaternion rot = ts.getRotation(); gameObject.transform.position = new Vector3(vecOut.getX(),vecOut.getY(),vecOut.getZ()); gameObject.transform.rotation = new Quaternion(rot.x(),rot.y(),rot.z(),rot.w()); } }