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Searched
full:rigidbody
(Results
1 - 12
of
12
) sorted by null
/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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all
...]
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()));
[
all
...]
Completed in 711 milliseconds