1D Inertia Tensor (problem with boxes)

1D Inertia Tensor (problem with boxes)

Hi, I have problem with the inertia tensor for boxes. I would like to ignore all rotations around Y and X.This is how I do it:

```void PhysicsGod::CreateBox(Actor* actor, const D3DXVECTOR3& radii, const PhysicalProperties& properties)
{

hkpMassProperties mass_properties;
mass_properties.scaleToDensity(properties.density);

hkpRigidBodyCinfo rigid_body_c_info;
{
rigid_body_c_info.m_mass = mass_properties.m_mass;
rigid_body_c_info.m_centerOfMass  = mass_properties.m_centerOfMass;
rigid_body_c_info.m_inertiaTensor = mass_properties.m_inertiaTensor;
rigid_body_c_info.m_position = ConvertToVector3(properties.position);
rigid_body_c_info.m_linearVelocity = ConvertToVector3(properties.linear_velocity);
rigid_body_c_info.m_angularVelocity = ConvertToVector3(properties.angular_velocity);
rigid_body_c_info.m_motionType = ConvertToMotionType(properties.motion_type);
rigid_body_c_info.m_qualityType = ConvertToCollideQuality(properties.collide_quality);
rigid_body_c_info.m_friction = properties.friction;
rigid_body_c_info.m_restitution = properties.restitution;
}

// Adjust inertia tensor matrix to remove non-Z axis rotation
hkMatrix3 invInertiaMatrix;
invInertiaMatrix(0,0) = 0.0f;
invInertiaMatrix(1,1) = 0.0f;

g_physics->my_world->markForWrite();
{