/** * @param inverseInertiaTensorLocal The 3x3 inverse inertia tensor matrix of the body in local-space * coordinates */ void RigidBody::setInverseInertiaTensorLocal(const Matrix3x3& inverseInertiaTensorLocal) { mUserInertiaTensorLocalInverse = inverseInertiaTensorLocal; mIsInertiaTensorSetByUser = true; if (mType != BodyType::DYNAMIC) return; // Compute the inverse local inertia tensor mInertiaTensorLocalInverse = mUserInertiaTensorLocalInverse; // Update the world inverse inertia tensor updateInertiaTensorInverseWorld(); RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body, "Body " + std::to_string(mID) + ": Set inverseInertiaTensorLocal=" + inverseInertiaTensorLocal.to_string()); }