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  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
TestBoneRagdoll.java 73 KinematicRagdollControl ragdoll; field in class:TestBoneRagdoll
119 ragdoll = new KinematicRagdollControl(0.5f);
120 setupSinbad(ragdoll);
121 ragdoll.addCollisionListener(this);
122 model.addControl(ragdoll);
125 ragdoll.setJointLimit("Waist", eighth_pi, eighth_pi, eighth_pi, eighth_pi, eighth_pi, eighth_pi);
126 ragdoll.setJointLimit("Chest", eighth_pi, eighth_pi, 0, 0, eighth_pi, eighth_pi);
130 // ragdoll.setJointLimit("head", 0, 0, eighth_pi, -eighth_pi, 0, 0);
132 getPhysicsSpace().add(ragdoll);
160 ragdoll.blendToKinematicMode(0.5f)
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TestRagdollCharacter.java 65 KinematicRagdollControl ragdoll; field in class:TestRagdollCharacter
96 ragdoll = new KinematicRagdollControl(0.5f);
97 model.addControl(ragdoll);
99 getPhysicsSpace().add(ragdoll);
  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ragdoll/
HumanoidRagdollPreset.java 5 package com.jme3.bullet.control.ragdoll;
RagdollPreset.java 5 package com.jme3.bullet.control.ragdoll;
RagdollUtils.java 5 package com.jme3.bullet.control.ragdoll;
  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/
KinematicRagdollControl.java 46 import com.jme3.bullet.control.ragdoll.HumanoidRagdollPreset;
47 import com.jme3.bullet.control.ragdoll.RagdollPreset;
48 import com.jme3.bullet.control.ragdoll.RagdollUtils;
87 * <li><strong>The ragdoll modes :</strong><br>
125 Ragdoll
166 //if the ragdoll has the control of the skeleton, we update each bone with its position in physic world space.
167 if (mode == mode.Ragdoll && targetModel.getLocalTranslation().equals(modelPosition)) {
204 //if boneList is empty, this means that every bone in the ragdoll has a collision shape,
216 //the ragdoll does not have the controll, so the keyframed animation updates the physic position of the physic bonces
222 //but to allow smooth transition, we blend this transformation with the saved position of the ragdoll
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