/external/jmonkeyengine/engine/src/test/jme3test/bullet/ |
H A D | PhysicsTestHelper.java | 161 * @param mass 164 public static Node createPhysicsTestNode(AssetManager manager, CollisionShape shape, float mass) { argument 166 RigidBodyControl control = new RigidBodyControl(shape, mass);
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H A D | BombControl.java | 46 public BombControl(CollisionShape shape, float mass) { argument 47 super(shape, mass); 51 public BombControl(AssetManager manager, CollisionShape shape, float mass) { argument 52 super(shape, mass);
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H A D | PhysicsHoverControl.java | 92 public PhysicsHoverControl(CollisionShape shape, float mass) { argument 93 super(shape, mass); 143 applyTorque(tempVect1.set(0, -mass * 20, 0)); 145 applyTorque(tempVect1.set(0, mass * 20, 0)); 155 applyForce(counter.multLocal(mass * 10), Vector3f.ZERO); 164 applyForce(linearVelocity.mult(mass * 10), Vector3f.ZERO);
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/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/ |
H A D | CollisionShape.java | 57 public void calculateLocalInertia(float mass, javax.vecmath.Vector3f vector) { argument 64 cShape.calculateLocalInertia(mass, vector);
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/external/clang/test/CodeGen/ |
H A D | 2007-03-05-DataLayout.c | 16 double mass; member in struct:bnode 29 #define Mass(x) ((x)->mass)
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/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ |
H A D | RigidBodyControl.java | 47 * @param mass When not 0, a HullCollisionShape is generated, otherwise a MeshCollisionShape is used. For geometries with box or sphere meshes the proper box or sphere collision shape is used. 49 public RigidBodyControl(float mass) { argument 50 this.mass = mass; 54 * Creates a new PhysicsNode with the supplied collision shape and mass 1 61 public RigidBodyControl(CollisionShape shape, float mass) { argument 62 super(shape, mass); 66 RigidBodyControl control = new RigidBodyControl(collisionShape, mass); 83 if (mass > 0) { 129 if (mass > [all...] |
H A D | VehicleControl.java | 49 public VehicleControl(CollisionShape shape, float mass) { argument 50 super(shape, mass); 85 VehicleControl control = new VehicleControl(collisionShape, mass);
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/external/replicaisland/src/com/replica/replicaisland/ |
H A D | PhysicsComponent.java | 21 * calculation based on mass, impulses, friction, and collisions. 229 public void setMass(float mass) { argument 230 mMass = mass;
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/external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/objects/ |
H A D | PhysicsVehicle.java | 81 public PhysicsVehicle(CollisionShape shape, float mass) { argument 82 super(shape, mass); 256 * You should also try lowering the vehicle's centre of mass
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H A D | PhysicsRigidBody.java | 65 protected float mass = 1.0f; field in class:PhysicsRigidBody 82 public PhysicsRigidBody(CollisionShape shape, float mass) { argument 84 this.mass = mass; 93 if (collisionShape instanceof MeshCollisionShape && mass != 0) { 105 objectId = createRigidBody(mass, motionState.getObjectId(), collisionShape.getObjectId()); 116 private native long createRigidBody(float mass, long motionStateId, long collisionShapeId); argument 119 if (mass == 0.0f) { 309 return mass; 313 * Sets the mass o 316 setMass(float mass) argument 335 updateMassProps(long objectId, long collisionShapeId, float mass) argument [all...] |
/external/jmonkeyengine/engine/src/bullet-native/ |
H A D | com_jme3_bullet_objects_PhysicsRigidBody.cpp | 50 (JNIEnv *env, jobject object, jfloat mass, jlong motionstatId, jlong shapeId) { 55 shape->calculateLocalInertia(mass, localInertia); 56 btRigidBody* body = new btRigidBody(mass, motionState, shape, localInertia); 328 (JNIEnv *env, jobject object, jlong bodyId, jlong shapeId, jfloat mass) { 337 shape->calculateLocalInertia(mass, localInertia); 338 body->setMassProps(mass, localInertia); 49 Java_com_jme3_bullet_objects_PhysicsRigidBody_createRigidBody(JNIEnv *env, jobject object, jfloat mass, jlong motionstatId, jlong shapeId) argument 327 Java_com_jme3_bullet_objects_PhysicsRigidBody_updateMassProps(JNIEnv *env, jobject object, jlong bodyId, jlong shapeId, jfloat mass) argument
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/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/ |
H A D | PhysicsVehicle.java | 81 public PhysicsVehicle(CollisionShape shape, float mass) { argument 82 super(shape, mass); 246 * You should also try lowering the vehicle's centre of mass
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H A D | PhysicsRigidBody.java | 70 protected float mass = 1.0f; field in class:PhysicsRigidBody 92 public PhysicsRigidBody(CollisionShape shape, float mass) { argument 94 this.mass = mass; 103 if(collisionShape instanceof MeshCollisionShape && mass != 0){ 122 collisionShape.calculateLocalInertia(mass, localInertia); 124 constructionInfo = new RigidBodyConstructionInfo(mass, motionState, collisionShape.getCShape(), localInertia); 126 constructionInfo.mass = mass; 134 if (mass 317 setMass(float mass) argument [all...] |