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    Searched defs:vehicle (Results 1 - 8 of 8) sorted by null

  /external/jmonkeyengine/engine/src/bullet-native/
com_jme3_bullet_objects_VehicleWheel.cpp 51 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
52 if (vehicle == NULL) {
57 jmeBulletUtil::convert(env, &vehicle->getWheelInfo(wheelIndex).m_worldTransform.getOrigin(), out);
67 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
68 if (vehicle == NULL) {
73 jmeBulletUtil::convert(env, &vehicle->getWheelInfo(wheelIndex).m_worldTransform.getBasis(), out);
83 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
84 vehicle->getWheelInfo(wheelIndex).m_suspensionStiffness = suspensionStiffness;
85 vehicle->getWheelInfo(wheelIndex).m_wheelsDampingRelaxation = wheelsDampingRelaxation;
86 vehicle->getWheelInfo(wheelIndex).m_wheelsDampingCompression = wheelsDampingCompression
104 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
120 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
136 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
152 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
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com_jme3_bullet_objects_PhysicsVehicle.cpp 40 #include "BulletDynamics/Vehicle/btRaycastVehicle.h"
53 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
54 if (vehicle == NULL) {
59 vehicle->updateWheelTransform(wheel, interpolated);
103 btRaycastVehicle* vehicle = new btRaycastVehicle(tuning, body, caster); local
104 return reinterpret_cast<jlong>(vehicle);
115 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
116 if (vehicle == NULL) {
121 vehicle->setCoordinateSystem(right, up, forward);
131 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId) local
156 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
172 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
188 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
204 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
220 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
236 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
254 btRaycastVehicle* vehicle = reinterpret_cast<btRaycastVehicle*>(vehicleId); local
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  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
TestPhysicsCar.java 56 private VehicleControl vehicle; field in class:TestPhysicsCar
108 //create vehicle node
110 vehicle = new VehicleControl(compoundShape, 400);
111 vehicleNode.addControl(vehicle);
118 vehicle.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
119 vehicle.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
120 vehicle.setSuspensionStiffness(stiffness);
121 vehicle.setMaxSuspensionForce(10000.0f);
139 vehicle.addWheel(node1, new Vector3f(-xOff, yOff, zOff),
147 vehicle.addWheel(node2, new Vector3f(xOff, yOff, zOff)
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TestAttachDriver.java 62 private VehicleControl vehicle; field in class:TestAttachDriver
136 //create vehicle node
138 vehicle = new VehicleControl(compoundShape, 800);
139 vehicleNode.addControl(vehicle);
146 vehicle.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
147 vehicle.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
148 vehicle.setSuspensionStiffness(stiffness);
149 vehicle.setMaxSuspensionForce(10000.0f);
167 vehicle.addWheel(node1, new Vector3f(-xOff, yOff, zOff),
175 vehicle.addWheel(node2, new Vector3f(xOff, yOff, zOff)
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  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/
PhysicsVehicle.java 35 import com.bulletphysics.dynamics.vehicle.*;
53 * <p>PhysicsVehicleNode - Special PhysicsNode that implements vehicle functions</p>
56 * For most vehicle simulations, it is recommended to use the simplified Bullet
57 * vehicle model as provided in btRaycastVehicle. Instead of simulation each wheel
60 * The entire vehicle is represented as a single rigidbody, the chassis.
68 protected RaycastVehicle vehicle; field in class:PhysicsVehicle
89 if (vehicle != null) {
91 vehicle.updateWheelTransform(i, true);
122 * Used internally, creates the actual vehicle constraint when vehicle is added to phyicsspac
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  /external/chromium_org/third_party/protobuf/java/src/test/java/com/google/protobuf/
NestedBuildersTest.java 33 import protobuf_unittest.Vehicle;
50 Vehicle.Builder vehicleBuilder = Vehicle.newBuilder();
66 Vehicle vehicle = vehicleBuilder.build(); local
67 assertEquals(4, vehicle.getWheelCount());
69 Wheel wheel = vehicle.getWheel(i);
73 assertEquals(10, vehicle.getEngine().getLiters());
82 vehicle = vehicleBuilder.build();
84 Wheel wheel = vehicle.getWheel(i)
182 Vehicle vehicle = vehicleBuilder.buildPartial(); local
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  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/objects/infos/
RigidBodyMotionState.java 53 private PhysicsVehicle vehicle; field in class:RigidBodyMotionState
91 if (vehicle != null) {
92 vehicle.updateWheels();
130 * @param vehicle the vehicle to set
132 public void setVehicle(PhysicsVehicle vehicle) {
133 this.vehicle = vehicle;
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/infos/
RigidBodyMotionState.java 62 private PhysicsVehicle vehicle; field in class:RigidBodyMotionState
96 if (vehicle != null) {
97 vehicle.updateWheels();
149 * @param vehicle the vehicle to set
151 public void setVehicle(PhysicsVehicle vehicle) {
152 this.vehicle = vehicle;

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