package com.mygdx.game.objects; import com.badlogic.gdx.graphics.g3d.Model; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.physics.bullet.collision.btCollisionShape; public class Stick extends GameModelBody { public HumanCharacter owner; public boolean hasLanded; /** * Creates a model with rigid body * * @param model Model to instantiate * @param name Name of model * @param location World position at which to place the model instance * @param rotation The rotation of the model instance in degrees * @param scale Scale of the model instance * @param shape Collision shape with which to construct a rigid body * @param mass Mass of the body * @param belongsToFlag Flag for which collision layers this body belongs to * @param collidesWithFlag Flag for which collision layers this body collides with * @param callback If this body should trigger collision contact callbacks. * @param noDeactivate If this body should never 'sleep' */ public Stick(Model model, String name, Vector3 location, Vector3 rotation, Vector3 scale, btCollisionShape shape, float mass, short belongsToFlag, short collidesWithFlag, boolean callback, boolean noDeactivate) { super(model, name, location, rotation, scale, shape, mass, belongsToFlag, collidesWithFlag, callback, noDeactivate); } }