I was looking at PhysicsExample from AndEngine's Examples. I made the following change that I added a vertical line shape and created a fixture for it. Then I registered a rotation modifier for that shape. It is rotating properly but not updating its physics properties on rotation means when it is rotating and any physics body hits it, it did not give collision effect. Here is my code:
final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();
final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager);
final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager);
final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager);
final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager);
final Rectangle center1 = new Rectangle((CAMERA_WIDTH/2) - 2, (CAMERA_HEIGHT/2) - 100, 10, 200, vertexBufferObjectManager);
final Rectangle center2 = new Rectangle((CAMERA_WIDTH/2) - 100, (CAMERA_HEIGHT/2) - 2, 200, 10, vertexBufferObjectManager);
center1.registerEntityModifier(new LoopEntityModifier(new RotationModifier(2, 0, 360)));
final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, center1, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, center2, BodyType.StaticBody, wallFixtureDef);
Although the body give collision effect when it reaches the shapes initial position. I am new to AndEngine. Where I a wrong...???