Bullet Physics in local NodePath coordinate system

When browsing through the docs again I guess I could do something like:

my_trans = my_node_path_connected_to_rigid_bullet_obj.[b]get_net_transform/b;
my_quat = my_trans.[b]get_quat/b;
new_impulse_vector = my_quat.[b]xform/b;

and it seems to work… but it feels like I need to poke in stuff that is unnecessary complex and might be slow. If this is the way to go then the above might help others otherwise suggestions are still appreciated :wink: