void Init(libTechCollisionShape Shape, float Mass = 10) { bool IsDynamic = Mass != 0; Vector3 LocalInertia = Vector3.Zero; if (IsDynamic) { Shape.CollisionShape.CalculateLocalInertia(Mass, out LocalInertia); } DefaultMotionState MotionState = new DefaultMotionState(Matrix4x4.Identity); RigidBody Body = null; using (RigidBodyConstructionInfo RBInfo = new RigidBodyConstructionInfo(Mass, MotionState, Shape.CollisionShape, LocalInertia)) Body = new RigidBody(RBInfo); RigidBody = Body; RigidBody.UserObject = this; IsStatic = Mass == 0; }
public EntPhysics(libTechCollisionShape Shape, float Mass = 10) { Init(Shape, Mass); }