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);
}
}