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    Searched refs:kinematic (Results 1 - 4 of 4) sorted by null

  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/objects/
PhysicsRigidBody.java 66 protected boolean kinematic = false; field in class:PhysicsRigidBody
257 * Sets the node to kinematic mode. in this mode the node is not affected by physics
260 * @param kinematic
262 public void setKinematic(boolean kinematic) {
263 this.kinematic = kinematic;
264 setKinematic(objectId, kinematic);
267 private native void setKinematic(long objectId, boolean kinematic);
270 return kinematic;
712 capsule.write(kinematic, "kinematic", false)
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  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/
PhysicsRigidBody.java 71 protected boolean kinematic = false; field in class:PhysicsRigidBody
264 * Sets the node to kinematic mode. in this mode the node is not affected by physics
267 * @param kinematic
269 public void setKinematic(boolean kinematic) {
270 this.kinematic = kinematic;
271 if (kinematic) {
281 return kinematic;
663 capsule.write(kinematic, "kinematic", false)
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  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/
PhysicsSpace.java 597 //It seems that adding a Kinematic RigidBody to the dynamicWorld prevent it from being non kinematic again afterward.
598 //so we add it non kinematic, then set it kinematic again.
599 boolean kinematic = false;
601 kinematic = true;
605 if (kinematic) {
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  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/
PhysicsSpace.java 544 //It seems that adding a Kinematic RigidBody to the dynamicWorld prevent it from being non kinematic again afterward.
545 //so we add it non kinematic, then set it kinematic again.
546 boolean kinematic = false;
548 kinematic = true;
552 if (kinematic) {
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