I'm trying to orient a cylinder in bullet. Right now, the cylinder is the only thing in the simulation. I have found some answers here, and believe I am close, but still no rotation. Here is my function for creating the cylinder, maybe something will jump out at someone.
What am I doing incorrectly?
void CreateCylinder(int index, double x, double y, double z, double radius, double length, int yaw, int pitch, int roll) {
btScalar mass = 1;
btVector3 position(x,y,z);
btVector3 cylInertia(0,0,0);
//create collision shape
btCollisionShape* cylColl = new btCylinderShape(btVector3(radius,length,1));
//default motion state
btDefaultMotionState* ms = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1), btVector3(0,10,0)));
//calculate inertia
cylColl->calculateLocalInertia(mass, cylInertia);
//construction info
btRigidBody::btRigidBodyConstructionInfo cylCI(
mass,
ms,
cylColl, //collision shape
cylInertia //inertia
);
btRigidBody *cylinder = new btRigidBody(cylCI);
//orient cylinder
btTransform tr;
tr.setIdentity();
btQuaternion quat;
quat.setEuler(yaw,pitch,roll); //or quat.setEulerZYX depending on the ordering you want
tr.setRotation(quat);
//apply transform to cylinder rigid body
cylinder->setCenterOfMassTransform(tr);
body[index] = cylinder;
m_dynamicsWorld->addRigidBody(body[index]);
}