public void Render(double time) { StaticTexturedMesh.Render(time, PhysicsController.BulletMatrixToOpenTkMatrix(RigidBody.MotionState.WorldTransform)); }
public PhysicsObject(StaticTexturedMesh mesh, float mass, Vector3 position, CollisionShape collisionShape, PhysicsController physicsController) { StaticTexturedMesh = mesh; RigidBody = physicsController.CreateRigidBody(mass, Matrix4.CreateTranslation(position), collisionShape); IsDynamic = mass != 0f; }