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Question by NeilM0 · May 05, 2016 at 07:55 PM · rotationquaternionwheel collider

Cancel out the steering rotation returned from a wheel colliders .GetWorldPose(out pos, out rot);

I'm trying to get the spin rotation of a wheel from the wheelCollider, but wheelCol.GetWorldPos(out pos, out rot) returns the rotation as a world space quaternion which includes the steering information. How can I get the spin rotation minus the steering?

 Quaternion worldSteeringRot = mWheelCol.transform.rotation * Quaternion.AngleAxis(euler.y, Vector3.up);

I thought I could do something like multiply "rot" by worldSteeringRot or the inverse of it, but so far I haven't had much luck in my tests.

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Answer by NeilM0 · May 06, 2016 at 02:40 PM

Found a solution. Take the inverse of the wheel colliders transform rotation and multiply it by the full calculated rotation. That does the world->local translation. Then using a quaternion containing the previous frames opposite steering (-Y) rotation, multiply that by the local rotation. Now you have the proper spin of the tire without the steering included in local space.

 Vector3 pos;
 Quaternion rot;
 mWheelCol.GetWorldPose(out pos, out rot);
 Quaternion localRot = Quaternion.Inverse(mWheelCol.transform.rotation) * rot;
 localRot = Quaternion.AngleAxis(-mLastYRot, transform.up) * localRot;
 wheelNode.transform.localRotation = localRot;

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