Lines Matching refs:motionState
14 %ignore btRigidBody::btRigidBodyConstructionInfo::btRigidBodyConstructionInfo(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape);
15 %ignore btRigidBody::btRigidBodyConstructionInfo::btRigidBodyConstructionInfo(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia);
28 protected btMotionState motionState;
30 public void setMotionState(btMotionState motionState) {
31 refMotionState(motionState);
32 setI_motionState(motionState);
35 protected void refMotionState(btMotionState motionState) {
36 if (this.motionState == motionState)
38 if (this.motionState != null)
39 this.motionState.release();
40 this.motionState = motionState;
41 if (this.motionState != null)
42 this.motionState.obtain();
46 return motionState;
70 public btRigidBodyConstructionInfo(float mass, btMotionState motionState, btCollisionShape collisionShape, Vector3 localInertia) {
71 this(false, mass, motionState, collisionShape, localInertia);
72 refMotionState(motionState);
76 public btRigidBodyConstructionInfo(float mass, btMotionState motionState, btCollisionShape collisionShape) {
77 this(false, mass, motionState, collisionShape);
78 refMotionState(motionState);
84 if (motionState != null)
85 motionState.release();
86 motionState = null;
95 btRigidBodyConstructionInfo(bool dummy, btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)) {
96 return new btRigidBody::btRigidBodyConstructionInfo(mass, motionState, collisionShape, localInertia);
103 %ignore btRigidBody::btRigidBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0));
117 btRigidBody(bool dummy, btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)) {
118 return new btRigidBody(mass, motionState, collisionShape, localInertia);
123 protected btMotionState motionState;
146 public btRigidBody(float mass, btMotionState motionState, btCollisionShape collisionShape, Vector3 localInertia) {
147 this(false, mass, motionState, collisionShape, localInertia);
149 refMotionState(motionState);
152 public btRigidBody(float mass, btMotionState motionState, btCollisionShape collisionShape) {
153 this(false, mass, motionState, collisionShape);
155 refMotionState(motionState);
158 public void setMotionState(btMotionState motionState) {
159 refMotionState(motionState);
160 internalSetMotionState(motionState);
163 protected void refMotionState(btMotionState motionState) {
164 if (this.motionState == motionState)
166 if (this.motionState != null)
167 this.motionState.release();
168 this.motionState = motionState;
169 if (this.motionState != null)
170 this.motionState.obtain();
174 return motionState;
179 if (motionState != null)
180 motionState.release();
181 motionState = null;