btRigidBody::btRigidBody(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia) { idDebug = 0; for(int i = 0; i < 4;i++){ debugAngularVelocity[i] = btVector3(0,0,0); debugRelVector[i] = btVector3(0,0,0); } debugLinearVelocity = btVector3(0,0,0); btRigidBodyConstructionInfo cinfo(mass,motionState,collisionShape,localInertia); setupRigidBody(cinfo); }
btRigidBody::btRigidBody(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia) { btRigidBodyConstructionInfo cinfo(mass,motionState,collisionShape,localInertia); setupRigidBody(cinfo); }
btRigidBody::btRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo) { setupRigidBody(constructionInfo); }
void SceneTerrain::setupInteractiveBody(RigidBody *rigidBody) { setupRigidBody(rigidBody); setupAIObject(rigidBody); }