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btQuaternion quaternion = btQuaternion(yaw,pich,roll);
quaternion.setEuler(yaw, pitch, roll);
groundTransform.setRotation(quaternion);
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btQuaternion quaternion = btQuaternion(yaw,pich,roll);
quaternion.setEuler(yaw, pitch, roll);
groundTransform.setRotation(quaternion);
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glPushMatrix();
glTranslated(float(trans.getOrigin().getX()), float(trans.getOrigin().getY()), float(trans.getOrigin().getZ()));
DrawBulletObject();
glPopMatrix();
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void MyWindow::initializeGL()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
InitObject();
InitObjectground();
}
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void MyWindow::paintGL()
{
Display();
}
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btTransform t = body->getWorldTransform();
t.setRotation(btQuaternion(roll, pitch, yaw));
body->setWorldTransform(t);
drleviathan wrote: ↑Wed Jun 24, 2020 6:21 am The simple way to do it is to use: btCollisionObject::setWorldTransform()
So the code might look like this:Code: Select all
btTransform t = body->getWorldTransform(); t.setRotation(btQuaternion(roll, pitch, yaw)); body->setWorldTransform(t);