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  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/
KinematicRagdollControl.java 133 protected PhysicsRigidBody rigidBody;
173 Vector3f p = link.rigidBody.getMotionState().getWorldLocation();
178 Quaternion q = link.rigidBody.getMotionState().getWorldRotationQuat();
266 * Set the transforms of a rigidBody to match the transforms of a bone.
268 * @param link the link containing the bone and the rigidBody
282 link.rigidBody.setPhysicsLocation(position);
283 link.rigidBody.setPhysicsRotation(tmpRot1);
395 link.rigidBody = shapeNode;
473 if (physicsBoneLink.rigidBody != null) {
474 space.add(physicsBoneLink.rigidBody);
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RigidBodyControl.java 45 * When using this constructor, the CollisionShape for the RigidBody is generated
159 * @return true if the spatial location is applied to this kinematic rigidbody
167 * be applied to the rigidbody in kinematic mode, defaults to true.
  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
TestKinematicAddToPhysicsSpaceIssue.java 42 //Setting the rigidBody to kinematic before adding it to the physic space
58 //Making it not kinematic again, it works properly, the rigidbody is affected by grvity.
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/infos/
RigidBodyMotionState.java 70 * called from bullet when creating the rigidbody
80 * called from bullet when the transform of the rigidbody changes
194 // * applies the current transform to the given RigidBody if the value has been changed on the jme side
197 // public synchronized void applyTransform(RigidBody rBody) {
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/
VehicleWheel.java 34 import com.bulletphysics.dynamics.RigidBody;
289 } else if (wheelInfo.raycastInfo.groundObject instanceof RigidBody) {
290 System.out.println("RigidBody");
291 return (PhysicsRigidBody) ((RigidBody) wheelInfo.raycastInfo.groundObject).getUserPointer();
PhysicsRigidBody.java 35 import com.bulletphysics.dynamics.RigidBody;
68 protected RigidBody rBody;
104 throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!");
114 rBody = new RigidBody(constructionInfo);
320 throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!");
523 throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!");
612 public RigidBody getObjectId() {
PhysicsVehicle.java 60 * The entire vehicle is represented as a single rigidbody, the chassis.
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/objects/
VehicleWheel.java 297 // } else if (wheelInfo.raycastInfo.groundObject instanceof RigidBody) {
298 // System.out.println("RigidBody");
299 // return (PhysicsRigidBody) ((RigidBody) wheelInfo.raycastInfo.groundObject).getUserPointer();
PhysicsRigidBody.java 94 throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!");
101 Logger.getLogger(this.getClass().getName()).log(Level.INFO, "Clearing RigidBody {0}", Long.toHexString(objectId));
106 Logger.getLogger(this.getClass().getName()).log(Level.INFO, "Created RigidBody {0}", Long.toHexString(objectId));
319 throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!");
571 throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!");
PhysicsVehicle.java 60 * The entire vehicle is represented as a single rigidbody, the chassis.
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/
PhysicsSpace.java 47 import com.bulletphysics.dynamics.RigidBody;
104 private Map<RigidBody, PhysicsRigidBody> physicsNodes = new ConcurrentHashMap<RigidBody, PhysicsRigidBody>();
544 //It seems that adding a Kinematic RigidBody to the dynamicWorld prevent it from being non kinematic again afterward.
556 Logger.getLogger(PhysicsSpace.class.getName()).log(Level.INFO, "Adding RigidBody {0} to physics space.", node.getObjectId());
569 Logger.getLogger(PhysicsSpace.class.getName()).log(Level.INFO, "Removing RigidBody {0} from physics space.", node.getObjectId());
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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.
609 Logger.getLogger(PhysicsSpace.class.getName()).log(Level.INFO, "Adding RigidBody {0} to physics space.", node.getObjectId());
621 Logger.getLogger(PhysicsSpace.class.getName()).log(Level.INFO, "Removing RigidBody {0} from physics space.", Long.toHexString(node.getObjectId()));
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