In the next release you can position and rotate the geometries within the rigidbody.(You can add several geoms to one single body in the v0.1 and v0.2 but you can't position or rotate them)
The reason that it isn't implemented yet is because I had some problems with my Euler2Matrix code. But I've got it working now.
However, the really tricky part when using several different primitives in one body is to calculate the inertiatensor. For the lollipop you could probably get away with a boxinertiatensor.
Maybe someone on this forum knows how to calculate the inertiatensor(a 3-dimensional vector) when it's not a box,sphere or cylinder.
About the Blitz/Tokamak units.
When you create a cube in blitz using CreateCube it's width,height and depth is actually 2.0 because the cube extends from -1.0 to 1.0(Check the blitzdocs)
A cube in Tokamak created with 1.0,1.0,1.0 as parameter extends from -0.5 to 0.5 in all axes.
The reason that it isn't implemented yet is because I had some problems with my Euler2Matrix code. But I've got it working now.
However, the really tricky part when using several different primitives in one body is to calculate the inertiatensor. For the lollipop you could probably get away with a boxinertiatensor.
Maybe someone on this forum knows how to calculate the inertiatensor(a 3-dimensional vector) when it's not a box,sphere or cylinder.
About the Blitz/Tokamak units.
When you create a cube in blitz using CreateCube it's width,height and depth is actually 2.0 because the cube extends from -1.0 to 1.0(Check the blitzdocs)
A cube in Tokamak created with 1.0,1.0,1.0 as parameter extends from -0.5 to 0.5 in all axes.