Uses of Class
com.jme3.bullet.objects.PhysicsRigidBody
Packages that use PhysicsRigidBody
Package
Description
central classes of the physics system
A dynamic animation control and some associated classes.
physics controls: scene-graph controls for linking physics collision objects
to spatials
visualize physics objects for debugging
physics joints: join pairs of rigid bodies in order to constrain their
relative motion
physics collision objects, including vehicles
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Uses of PhysicsRigidBody in com.jme3.bullet
Methods in com.jme3.bullet that return types with arguments of type PhysicsRigidBody -
Uses of PhysicsRigidBody in com.jme3.bullet.animation
Methods in com.jme3.bullet.animation that return PhysicsRigidBodyModifier and TypeMethodDescriptionPhysicsLink.getRigidBody()Access the linked rigid body.DacLinks.listRigidBodies()Enumerate all rigid bodies managed by this control.Methods in com.jme3.bullet.animation with parameters of type PhysicsRigidBodyModifier and TypeMethodDescriptionprotected voidPhysicsLink.setRigidBody(PhysicsRigidBody body) Alter the rigid body for this link. -
Uses of PhysicsRigidBody in com.jme3.bullet.control
Subclasses of PhysicsRigidBody in com.jme3.bullet.controlModifier and TypeClassDescriptionclassA physics control to link a PhysicsRigidBody to a spatial.classA physics control to link a PhysicsVehicle to a spatial.Fields in com.jme3.bullet.control declared as PhysicsRigidBodyModifier and TypeFieldDescriptionprotected final PhysicsRigidBodyKinematicRagdollControl.baseRigidBodyDeprecated.protected PhysicsRigidBodyBetterCharacterControl.rigidBodyprotected PhysicsRigidBodyKinematicRagdollControl.PhysicsBoneLink.rigidBodyMethods in com.jme3.bullet.control that return PhysicsRigidBodyModifier and TypeMethodDescriptionKinematicRagdollControl.getBoneRigidBody(String boneName) Deprecated.Access the rigidBody associated with the named bone.KinematicRagdollControl.PhysicsBoneLink.getRigidBody()Access the linked body.Methods in com.jme3.bullet.control with parameters of type PhysicsRigidBodyModifier and TypeMethodDescriptionprotected voidKinematicRagdollControl.boneRecursion(com.jme3.scene.Spatial model, com.jme3.animation.Bone bone, PhysicsRigidBody parent, int recursionCount, Map<Integer, List<Float>> pointsMap) Deprecated.Generate a physics shape and bone links for the specified bone. -
Uses of PhysicsRigidBody in com.jme3.bullet.debug
Fields in com.jme3.bullet.debug declared as PhysicsRigidBodyModifier and TypeFieldDescriptionprotected final PhysicsRigidBodyBulletRigidBodyDebugControl.bodyrigid body to visualize (not null)Fields in com.jme3.bullet.debug with type parameters of type PhysicsRigidBodyModifier and TypeFieldDescriptionprotected HashMap<PhysicsRigidBody, com.jme3.scene.Spatial> BulletDebugAppState.bodiesmap rigid bodies to visualizationsConstructors in com.jme3.bullet.debug with parameters of type PhysicsRigidBodyModifierConstructorDescriptionBulletRigidBodyDebugControl(BulletDebugAppState debugAppState, PhysicsRigidBody body) Instantiate an enabled control to visualize the specified body. -
Uses of PhysicsRigidBody in com.jme3.bullet.joints
Fields in com.jme3.bullet.joints declared as PhysicsRigidBodyModifier and TypeFieldDescriptionprotected PhysicsRigidBodyPhysicsJoint.nodeAprotected PhysicsRigidBodyPhysicsJoint.nodeBMethods in com.jme3.bullet.joints that return PhysicsRigidBodyConstructors in com.jme3.bullet.joints with parameters of type PhysicsRigidBodyModifierConstructorDescriptionConeJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, com.jme3.math.Vector3f pivotA, com.jme3.math.Vector3f pivotB) ConeJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, com.jme3.math.Vector3f pivotA, com.jme3.math.Vector3f pivotB, com.jme3.math.Matrix3f rotA, com.jme3.math.Matrix3f rotB) HingeJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, com.jme3.math.Vector3f pivotA, com.jme3.math.Vector3f pivotB, com.jme3.math.Vector3f axisA, com.jme3.math.Vector3f axisB) Creates a new HingeJointPhysicsJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, com.jme3.math.Vector3f pivotA, com.jme3.math.Vector3f pivotB) Point2PointJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, com.jme3.math.Vector3f pivotA, com.jme3.math.Vector3f pivotB) SixDofJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, com.jme3.math.Vector3f pivotA, com.jme3.math.Vector3f pivotB, boolean useLinearReferenceFrameA) SixDofJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, com.jme3.math.Vector3f pivotA, com.jme3.math.Vector3f pivotB, com.jme3.math.Matrix3f rotA, com.jme3.math.Matrix3f rotB, boolean useLinearReferenceFrameA) SliderJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, com.jme3.math.Vector3f pivotA, com.jme3.math.Vector3f pivotB, boolean useLinearReferenceFrameA) SliderJoint(PhysicsRigidBody nodeA, PhysicsRigidBody nodeB, com.jme3.math.Vector3f pivotA, com.jme3.math.Vector3f pivotB, com.jme3.math.Matrix3f rotA, com.jme3.math.Matrix3f rotB, boolean useLinearReferenceFrameA) -
Uses of PhysicsRigidBody in com.jme3.bullet.objects
Subclasses of PhysicsRigidBody in com.jme3.bullet.objectsModifier and TypeClassDescriptionclassPhysicsVehicleNode - Special PhysicsNode that implements vehicle functions