Godot Version
4.3
Question
get_contact_local_position in PhysicsDirectBodyState3D actually returns the global contact point coordinates (despite the name?) as a godot::Vector3.
How can I either obtain or convert these coordinates to local (local to the PhysicsServer generated physics body that is), so I can know where the collision point is on this physics body? (potentially the visual instance generated in RenderingServer which accompany’s this physics object would also do for local coordinate referencing).
I know of Node2D and Node3D to_local
functions, but these won’t do since we’re talking about an object, not a node (Correct me if I’m wrong but I believe everything created with PhysicsServer is actually a godot::Object?)
Edit: If there is no standard way of doing it through godot’s API I think It’s likely not going to be hard to write a vector math formula for this.