I try to create a box, that is attached to a hinge using Bullet Physics
.
Here is my Code:
float mass = 2.0f;
btCollisionShape * shape = new btBoxShape(btVector3(5.0f, 5.0f, 5.0f));
btVector3 inertia ;
shape->calculateLocalInertia(mass, inertia);
btDefaultMotionState * motionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1), btVector3(0, 10, 0)));
btRigidBody::btRigidBodyConstructionInfo CI (mass, motionState, shape, inertia);
m_pRigidBody = new btRigidBody(CI);
btVector3 PivotIn(0, 20, 0);
btVector3 AxisIn(0, 0, 1);
m_pHinge = new btHingeConstraint(*m_pRigidBody, PivotIn, AxisIn);
float targetVelocity = 1.0f;
float maxMotorImpulse = 1.0f;
m_pHinge->enableAngularMotor(true,targetVelocity,maxMotorImpulse);
pDynamicsWorld->addConstraint(m_pHinge);
I am wondering how can I get the Position and Rotation of the RigidBodyA
, so I can draw it probably to the screen via openGL
.
I tried something like the following:
btTransform trans;
m_pHinge->getRigidBodyA().getMotionState()->getWorldTransform(trans);
...but that didn't work.
Do you have any Idea of what am I doing wrong?
Thank you for any answers.