Uses of Class
com.jme3.bullet.control.KinematicRagdollControl.PhysicsBoneLink
Packages that use KinematicRagdollControl.PhysicsBoneLink
Package
Description
physics controls: scene-graph controls for linking physics collision objects
to spatials
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Uses of KinematicRagdollControl.PhysicsBoneLink in com.jme3.bullet.control
Fields in com.jme3.bullet.control with type parameters of type KinematicRagdollControl.PhysicsBoneLinkModifier and TypeFieldDescriptionprotected final Map<String,KinematicRagdollControl.PhysicsBoneLink> KinematicRagdollControl.boneLinksDeprecated.Methods in com.jme3.bullet.control with parameters of type KinematicRagdollControl.PhysicsBoneLinkModifier and TypeMethodDescriptionprotected voidKinematicRagdollControl.matchPhysicObjectToBone(KinematicRagdollControl.PhysicsBoneLink link, com.jme3.math.Vector3f position, com.jme3.math.Quaternion tmpRot1) Deprecated.Alter the transforms of a rigidBody to match the transforms of a bone.voidKinematicRagdollControl.updateBone(KinematicRagdollControl.PhysicsBoneLink link, float tpf, com.jme3.util.TempVars vars, com.jme3.math.Quaternion tmpRot1, com.jme3.math.Quaternion[] tmpRot2, com.jme3.animation.Bone tipBone, com.jme3.math.Vector3f target, int depth, int maxDepth) Deprecated.Update a bone and its ancestors in IK mode.