/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 [all...] |
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 [all...] |
/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) [all...] |
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) [all...] |
/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 [all...] |
/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 [all...] |
/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;
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/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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