collisionShapes.push_back(colShape); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(0.1f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); startTransform.setOrigin(btVector3(0.0f,0.0f,0.0f)); //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); dynamicsWorld->addRigidBody(body); }
When I use the above code, the sphere does not rotate when moving (it's moving just like a normal box) neither it bounce when it hit the floor from gravity).
How can I get it to bounce and rotate while moving?







