#include "rotate.h" #include "objects/service/jointsservice.h" #include "objects/part/part.h" #include "objects/service/workspace.h" #include "rendering/renderer.h" Rotate::Rotate(): JointInstance(&TYPE) { } Rotate::~Rotate() { } static CFrame XYZToZXY(glm::vec3(0, 0, 0), -glm::vec3(1, 0, 0), glm::vec3(0, 0, 1)); void Rotate::buildJoint() { std::shared_ptr workspace = workspaceOfPart(part0.lock()); // Update Part1's rotation and cframe prior to creating the joint as reactphysics3d locks rotation based on how it // used to be rather than specifying an anchor rotation, so whatever. CFrame newFrame = part0.lock()->cframe * (c0 * c1.Inverse()); part1.lock()->cframe = newFrame; // Do NOT use Abs() in this scenario. For some reason that breaks it PhysRotatingJointInfo jointInfo(c0, c1); this->joint = workspace->CreateJoint(jointInfo, part0.lock(), part1.lock()); jointWorkspace = workspace; }