Bullet Physics - Setting initial transform

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0 comments, last by e64 15 years, 11 months ago
I've just integrated Bullet Physics into our engine at work and coming from ODE am having some difficulties figuring a few things out. I understand that the Motion State is used to synchronize the physics world with the graphics world. But lets say I have the initial position (x, y, z coords) and rotation that I want both the physics and graphical object to be at, how do I set this when creating my physical object?
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Have you looked at the code for the physics abstraction layer?
http://pal.sf.net/

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