calculateLocalInertia method
@return The "target" vector object
Implementation
@override
Vector3 calculateLocalInertia(double mass, Vector3 target) {
// Approximate with box inertia
// Exact inertia calculation is overkill, but see http://geometrictools.com/Documentation/PolyhedralMassProperties.pdf for the correct way to do it
computeLocalAABB(_cliAabb);
final x = _cliAabb.upperBound.x - _cliAabb.lowerBound.x;
final y = _cliAabb.upperBound.y - _cliAabb.lowerBound.y;
final z = _cliAabb.upperBound.z - _cliAabb.lowerBound.z;
return target..setValues(
(1.0 / 12.0) * mass * (2*y*2*y + 2*z*2*z),
(1.0 / 12.0) * mass * (2*x*2*x + 2*z*2*z),
(1.0 / 12.0) * mass * (2*y*2*y + 2*x*2*x)
);
}