Methods to compute more accurate inertia tensor for btCompoundShape and btConvexTriangleMeshShape.
Thanks to Ole K. for the fixes, see http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2562
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@@ -142,6 +142,14 @@ public:
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return m_aabbTree;
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}
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///computes the exact moment of inertia and the transform from the coordinate system defined by the principal axes of the moment of inertia
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///and the center of mass to the current coordinate system. "masses" points to an array of masses of the children. The resulting transform
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///"principal" has to be applied inversely to all children transforms in order for the local coordinate system of the compound
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///shape to be centered at the center of mass and to coincide with the principal axes. This also necessitates a correction of the world transform
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///of the collision object by the principal transform.
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void calculatePrincipalAxisTransform(btScalar* masses, btTransform& principal, btVector3& inertia) const;
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private:
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btScalar m_collisionMargin;
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protected:
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