Package com.bulletphysics.collision.shapes

Examples of com.bulletphysics.collision.shapes.BoxShape.calculateLocalInertia()


    Vector3f localInertia = new Vector3f (0,0,0);
    Transform transform = new Transform();
    transform.setIdentity();
    transform.origin.set(this.position);   
    DefaultMotionState motionState = new DefaultMotionState(transform);
    box.calculateLocalInertia(mass, localInertia);
    RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(
        this.mass, motionState, box, localInertia);
    RigidBody body = new RigidBody(rbInfo);
    this.getDynamicsWorld().addRigidBody(body);
    this.body = body;
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        Vector3f halfExtents = new Vector3f((float) box.getXExtent(),
                (float) box.getYExtent(), (float) box.getZExtent());
        BoxShape shape = new BoxShape(halfExtents);
        // fix local inertia
        Vector3f localInertia = new Vector3f(0, 0, 0);
        shape.calculateLocalInertia(mass, localInertia);
        // set initial transform based on box
        Transform startTransform = new Transform();
        startTransform.setIdentity();
        startTransform.origin.set(box.getTranslation().getXf(), box.getTranslation().getYf(), box.getTranslation().getZf());
        MotionStateBind motionState = new MotionStateBind(startTransform);
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      // otherwise static
      boolean isDynamic = (mass != 0f);

      Vector3f localInertia = new Vector3f(0, 0, 0);
      if (isDynamic) {
        groundShape.calculateLocalInertia(mass, localInertia);
      }

      // using motionstate is recommended, it provides interpolation
      // capabilities, and only synchronizes 'active' objects
      DefaultMotionState myMotionState = new DefaultMotionState(groundTransform);
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      // rigidbody is dynamic if and only if mass is non zero, otherwise static
      boolean isDynamic = (mass != 0f);

      Vector3f localInertia = new Vector3f(0, 0, 0);
      if (isDynamic) {
        groundShape.calculateLocalInertia(mass, localInertia);
      }

      // using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
      DefaultMotionState myMotionState = new DefaultMotionState(groundTransform);
      RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia);
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      // rigidbody is dynamic if and only if mass is non zero, otherwise static
      boolean isDynamic = (mass != 0f);

      Vector3f localInertia = new Vector3f(0, 0, 0);
      if (isDynamic) {
        colShape.calculateLocalInertia(mass, localInertia);
      }

      float start_x = START_POS_X - ARRAY_SIZE_X / 2;
      float start_y = START_POS_Y;
      float start_z = START_POS_Z - ARRAY_SIZE_Z / 2;
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