This is a very simple motion state implementation for bullet, which does not support any transformation from physics transform to graphics transform.
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#include <kart_motion_state.hpp>
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| KartMotionState (const btTransform &start_trans=btTransform::getIdentity()) |
| Constructor.
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virtual void | getWorldTransform (btTransform ¢er_of_mass) const |
| Returns the current world transform.
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virtual void | setWorldTransform (const btTransform &new_trans) |
| Synchronizes world transform from physics to user.
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btTransform | m_center_of_mass |
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This is a very simple motion state implementation for bullet, which does not support any transformation from physics transform to graphics transform.
◆ KartMotionState()
KartMotionState::KartMotionState |
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const btTransform & |
start_trans = btTransform::getIdentity() | ) |
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inline |
Constructor.
- Parameters
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start_trans | An optional start transformation. Defaults to identity. |
◆ getWorldTransform()
virtual void KartMotionState::getWorldTransform |
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btTransform & |
center_of_mass | ) |
const |
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inlinevirtual |
Returns the current world transform.
- Parameters
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center_of_mass | The btTransform object that stores the current transformation. |
◆ setWorldTransform()
virtual void KartMotionState::setWorldTransform |
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const btTransform & |
new_trans | ) |
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inlinevirtual |
Synchronizes world transform from physics to user.
Bullet calls the update of worldtransform for active objects.
- Parameters
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new_trans | The new transformation for the object. |
The documentation for this class was generated from the following file: