void AddBox(const btTransform& T, float mass) {
   bool isDynamic = (mass != 0.f);
   btVector3 localInertia(0,0,0);
   if (isDynamic)
     boxShape->calculateLocalInertia(mass,localInertia);
     btDefaultMotionState* myMotionState = new btDefaultMotionState(T);
     btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,boxShape,localInertia);
     btRigidBody* body = new btRigidBody(rbInfo);
     dynamicsWorld->addRigidBody(body);
 }
 void AddGroundPlane() {
   btTransform groundTransform;
   groundTransform.setIdentity();
   btScalar mass = 0.0f;
   bool isDynamic = (mass != 0.f);
   btVector3 localInertia(0,0,0);
   if (isDynamic)
     groundShape->calculateLocalInertia(mass,localInertia);
   btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
   btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
   btRigidBody* body = new btRigidBody(rbInfo);
   //add the body to the dynamics world
   dynamicsWorld->addRigidBody(body);
 }
    void createBulletSim(void) {
         // EN:: collision configuration contains default setup for memory, collision setup.
         // EN:: Advanced users can create their own configuration.

         // BR:: configuração de colisão contem configurações padrão da memória.
         // BR:: usuários avançados podem criar suas próprias configurações.
         collisionConfiguration = new btDefaultCollisionConfiguration();

         // EN:: use the default collision dispatcher. For parallel processing
         // EN:: you can use a diffent dispatcher (see Extras/BulletMultiThreaded)

         // BR:: use o dispatcher padrão. para processamento paralelo
         // BR:: você pode usar um dispatcher diferente. (ver Doc)
         dispatcher = new   btCollisionDispatcher(collisionConfiguration);

         // EN:: btDbvtBroadphase is a good general purpose broadphase.
         // EN:: You can also try out btAxis3Sweep.

         // BR:: btDbvtBroadphase é um bom broadphase de propósito geral.
         // BR:: Você pode tentar também btAxis3Sweep.
         overlappingPairCache = new btDbvtBroadphase();

         // EN:: the default constraint solver. For parallel processing
         // EN:: you can use a different solver (see Extras/BulletMultiThreaded)

         // BR:: usa a constraint solver padrão. Para processamento paralelo
         // BR:: você pode ver um solver diferente (ver Doc)
         solver = new btSequentialImpulseConstraintSolver;

         dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,overlappingPairCache,solver,collisionConfiguration);
         dynamicsWorld->setGravity(btVector3(0,-10,0));

         // EN:: create a few basic rigid bodies
         // EN:: start with ground plane, 1500, 1500

         // BR:: cria alguns corpos rígidos básicos
         // BR:: inicializa com um chão plano.
         btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(1500.),btScalar(1.),btScalar(1500.)));

         collisionShapes.push_back(groundShape);

         btTransform groundTransform;
         groundTransform.setIdentity();
         groundTransform.setOrigin(btVector3(0,-2,0));

         {
            btScalar mass(0.);

            // EN:: rigidbody is dynamic if and only if mass is non zero, otherwise static
            // BR:: corpo rigido é dimâmico apenas se massa for diferente de 0.
            bool isDynamic = (mass != 0.f);

            btVector3 localInertia(0,0,0);
            if (isDynamic)
               groundShape->calculateLocalInertia(mass,localInertia);

            btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
            btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
            btRigidBody* body = new btRigidBody(rbInfo);

            // EN:: add the body to the dynamics world
            // BR:: adiciona o corpo às dinâmicas do mundo
            dynamicsWorld->addRigidBody(body);
         }


         {
            // EN:: create a dynamic rigidbody
            // BR:: cria um corpo rígido dinâmico
            btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
            collisionShapes.push_back(colShape);

            // EN:: Create Dynamic Objects
            // BR:: Cria objetos dinâmicos
            btTransform startTransform;
            startTransform.setIdentity();

            btScalar   mass(1.f);

            // EN:: rigidbody is dynamic if and only if mass is non zero, otherwise static
            // BR:: corpo rigido é dimâmico apenas se massa for diferente de 0.
            bool isDynamic = (mass != 0.f);

            btVector3 localInertia(0,0,-1.0);
            if (isDynamic)
               colShape->calculateLocalInertia(mass,localInertia);

               startTransform.setOrigin(btVector3(0,250,0));
               // *** give it a slight twist so it bouncees more interesting
               startTransform.setRotation(btQuaternion(btVector3(1.0, 1.0, 0.0), 0.6));

               //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
               //btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
               MyMotionState* motionState = new MyMotionState(startTransform, boxNode);
               btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,motionState,colShape,localInertia);
               btRigidBody* body = new btRigidBody(rbInfo);

               dynamicsWorld->addRigidBody(body);
         }
    }
    void createBulletSim(void) {
         ///collision configuration contains default setup for memory, collision setup. Advanced users can create their own configuration.
         collisionConfiguration = new btDefaultCollisionConfiguration();

         ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
         dispatcher = new   btCollisionDispatcher(collisionConfiguration);

         ///btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep.
         overlappingPairCache = new btDbvtBroadphase();

         ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
         solver = new btSequentialImpulseConstraintSolver;

         dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,overlappingPairCache,solver,collisionConfiguration);
         dynamicsWorld->setGravity(btVector3(0,-10,0));

         ///create a few basic rigid bodies
         // start with ground plane, 1500, 1500
         btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(1500.),btScalar(1.),btScalar(1500.)));

         collisionShapes.push_back(groundShape);

         btTransform groundTransform;
         groundTransform.setIdentity();
         groundTransform.setOrigin(btVector3(0,-2,0));

         {
            btScalar mass(0.);

            //rigidbody is dynamic if and only if mass is non zero, otherwise static
            bool isDynamic = (mass != 0.f);

            btVector3 localInertia(0,0,0);
            if (isDynamic)
               groundShape->calculateLocalInertia(mass,localInertia);

            // lathe - this plane isnt going to be moving so i dont care about setting the motion state
            //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
            btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
            btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
            btRigidBody* body = new btRigidBody(rbInfo);

            //add the body to the dynamics world
            dynamicsWorld->addRigidBody(body);
         }


         {
            //create a dynamic rigidbody

            btCollisionShape* colShape = new btBoxShape(btVector3(1,1,1));
  //          btCollisionShape* colShape = new btSphereShape(btScalar(1.));
            collisionShapes.push_back(colShape);

            /// Create Dynamic Objects
            btTransform startTransform;
            startTransform.setIdentity();

            btScalar   mass(1.f);

            //rigidbody is dynamic if and only if mass is non zero, otherwise static
            bool isDynamic = (mass != 0.f);

            btVector3 localInertia(0,0,-1.0);
            if (isDynamic)
               colShape->calculateLocalInertia(mass,localInertia);

               startTransform.setOrigin(btVector3(0,250,0));
               // *** give it a slight twist so it bouncees more interesting
               startTransform.setRotation(btQuaternion(btVector3(1.0, 1.0, 0.0), 0.6));

               //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
               //btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
               MyMotionState* motionState = new MyMotionState(startTransform, boxNode);
               btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,motionState,colShape,localInertia);
               btRigidBody* body = new btRigidBody(rbInfo);

               dynamicsWorld->addRigidBody(body);
         }
    }