Searched refs:mass (Results 1 - 13 of 13) sorted by relevance

/external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/objects/
H A DPhysicsRigidBody.java65 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
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H A DPhysicsVehicle.java81 public PhysicsVehicle(CollisionShape shape, float mass) { argument
82 super(shape, mass);
256 * You should also try lowering the vehicle's centre of mass
/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/
H A DPhysicsRigidBody.java70 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
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H A DPhysicsVehicle.java81 public PhysicsVehicle(CollisionShape shape, float mass) { argument
82 super(shape, mass);
246 * You should also try lowering the vehicle's centre of mass
/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/
H A DRigidBodyControl.java47 * @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 >
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H A DVehicleControl.java49 public VehicleControl(CollisionShape shape, float mass) { argument
50 super(shape, mass);
85 VehicleControl control = new VehicleControl(collisionShape, mass);
/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
H A DCollisionShape.java57 public void calculateLocalInertia(float mass, javax.vecmath.Vector3f vector) { argument
64 cShape.calculateLocalInertia(mass, vector);
/external/jmonkeyengine/engine/src/test/jme3test/bullet/
H A DPhysicsHoverControl.java92 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);
H A DBombControl.java46 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);
H A DPhysicsTestHelper.java161 * @param mass
164 public static Node createPhysicsTestNode(AssetManager manager, CollisionShape shape, float mass) { argument
166 RigidBodyControl control = new RigidBodyControl(shape, mass);
H A DTestFancyCar.java158 final float mass = 400;
170 player = new VehicleControl(carHull, mass);
/external/replicaisland/src/com/replica/replicaisland/
H A DPhysicsComponent.java21 * calculation based on mass, impulses, friction, and collisions.
229 public void setMass(float mass) { argument
230 mMass = mass;
/external/jmonkeyengine/engine/src/bullet-native/
H A Dcom_jme3_bullet_objects_PhysicsRigidBody.cpp50 (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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