- a - Variable in class com.jme3.bullet.debug.BulletJointDebugControl
-
- AbstractPhysicsControl - Class in com.jme3.bullet.control
-
AbstractPhysicsControl manages the lifecycle of a physics object that is
attached to a spatial in the SceneGraph.
- AbstractPhysicsControl() - Constructor for class com.jme3.bullet.control.AbstractPhysicsControl
-
- AbstractPhysicsDebugControl - Class in com.jme3.bullet.debug
-
- AbstractPhysicsDebugControl(BulletDebugAppState) - Constructor for class com.jme3.bullet.debug.AbstractPhysicsDebugControl
-
- accelerate(float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Apply the given engine force to all wheels, works continuously
- accelerate(int, float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Apply the given engine force, works continuously
- activate() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
reactivates this PhysicsRigidBody when it has been deactivated because it was not moving
- active - Variable in class com.jme3.bullet.BulletAppState
-
- add(Object) - Method in class com.jme3.bullet.PhysicsSpace
-
adds an object to the physics space
- addAll(Spatial) - Method in class com.jme3.bullet.PhysicsSpace
-
adds all physics controls and joints in the given spatial node to the physics space
(e.g.
- addBoneName(String) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
Add a bone name to this control Using this method you can specify which
bones of the skeleton will be used to build the collision shapes.
- addChildShape(CollisionShape, Vector3f) - Method in class com.jme3.bullet.collision.shapes.CompoundCollisionShape
-
adds a child shape at the given local translation
- addChildShape(CollisionShape, Vector3f, Matrix3f) - Method in class com.jme3.bullet.collision.shapes.CompoundCollisionShape
-
adds a child shape at the given local translation
- addCollideWithGroup(int) - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
Add a group that this object will collide with.
Two object will collide when one of the partys has the
collisionGroup of the other in its collideWithGroups set.
- addCollisionGroupListener(PhysicsCollisionGroupListener, int) - Method in class com.jme3.bullet.PhysicsSpace
-
Adds a listener for a specific collision group, such a listener can
disable collisions when they happen.
There can be only one listener
per collision group.
- addCollisionListener(RagdollCollisionListener) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
add a
- addCollisionListener(PhysicsCollisionListener) - Method in class com.jme3.bullet.PhysicsSpace
-
Adds a CollisionListener that will be informed about collision events
- addCollisionObject(PhysicsCollisionObject) - Method in class com.jme3.bullet.PhysicsSpace
-
- added - Variable in class com.jme3.bullet.control.AbstractPhysicsControl
-
- added - Variable in class com.jme3.bullet.control.CharacterControl
-
- added - Variable in class com.jme3.bullet.control.GhostControl
-
- added - Variable in class com.jme3.bullet.control.RigidBodyControl
-
- added - Variable in class com.jme3.bullet.control.VehicleControl
-
- addJoint(PhysicsJoint) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
do not use manually, joints are added automatically
- addPhysics(PhysicsSpace) - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
Called when the physics object is supposed to add all objects it needs to
manage to the physics space.
- addPhysics(PhysicsSpace) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
This is implemented from AbstractPhysicsControl and called when the
control is supposed to add all objects to the physics space.
- addPhysics(PhysicsSpace) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- addSynonym(String, int) - Method in class com.jme3.bullet.control.ragdoll.RagdollPreset.LexiconEntry
-
- addTickListener(PhysicsTickListener) - Method in class com.jme3.bullet.PhysicsSpace
-
Adds the specified listener to the physics tick listeners.
- addVector(float, float, float, int, int) - Method in class com.jme3.bullet.util.DebugMeshCallback
-
- addWheel(Vector3f, Vector3f, Vector3f, float, float, boolean) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Add a wheel to this vehicle
- addWheel(Spatial, Vector3f, Vector3f, Vector3f, float, float, boolean) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Add a wheel to this vehicle
- angularOnly - Variable in class com.jme3.bullet.joints.ConeJoint
-
- angularOnly - Variable in class com.jme3.bullet.joints.HingeJoint
-
- app - Variable in class com.jme3.bullet.BulletAppState
-
- app - Variable in class com.jme3.bullet.debug.BulletDebugAppState
-
- applyCentralForce(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
updates the physics space.
To apply an impulse, use applyImpulse.
- applyForce(Vector3f, Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
updates the physics space.
To apply an impulse, use applyImpulse, use applyContinuousForce to apply continuous force.
- applyImpulse(Vector3f, Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Apply an impulse to the PhysicsRigidBody in the next physics update.
- applyLocal - Variable in class com.jme3.bullet.control.AbstractPhysicsControl
-
- applyLocal - Variable in class com.jme3.bullet.control.CharacterControl
-
- applyLocal - Variable in class com.jme3.bullet.control.GhostControl
-
- applyPhysicsTransform(Vector3f, Quaternion) - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
Applies a physics transform to the spatial
- applyPhysicsTransform(Vector3f, Quaternion) - Method in class com.jme3.bullet.debug.AbstractPhysicsDebugControl
-
- applyPhysicsTransform(Vector3f, Quaternion, Spatial) - Method in class com.jme3.bullet.debug.AbstractPhysicsDebugControl
-
- applyTorque(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
updates the physics space.
To apply an impulse, use applyImpulse.
- applyTorqueImpulse(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Apply a torque impulse to the PhysicsRigidBody in the next physics update.
- applyTransform(Spatial) - Method in class com.jme3.bullet.objects.infos.RigidBodyMotionState
-
applies the current transform to the given jme Node if the location has been updated on the physics side
- applyUserControl() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- applyWheelTransform() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- applyWheelTransforms() - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
used internally
- arrowA - Variable in class com.jme3.bullet.debug.BulletJointDebugControl
-
- arrowB - Variable in class com.jme3.bullet.debug.BulletJointDebugControl
-
- arrowBlue - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowBlueGeom - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowGreen - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowGreenGeom - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowMagenta - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowMagentaGeom - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowPink - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowPinkGeom - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowRed - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowRedGeom - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowYellow - Variable in class com.jme3.bullet.debug.DebugTools
-
- arrowYellowGeom - Variable in class com.jme3.bullet.debug.DebugTools
-
- assetManager - Variable in class com.jme3.bullet.debug.BulletDebugAppState
-
- attachCollisionShape(long, long) - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- axis - Variable in class com.jme3.bullet.collision.shapes.CapsuleCollisionShape
-
- axis - Variable in class com.jme3.bullet.collision.shapes.ConeCollisionShape
-
- axis - Variable in class com.jme3.bullet.collision.shapes.CylinderCollisionShape
-
- AXIS_X - Static variable in class com.jme3.bullet.PhysicsSpace
-
- AXIS_Y - Static variable in class com.jme3.bullet.PhysicsSpace
-
- AXIS_Z - Static variable in class com.jme3.bullet.PhysicsSpace
-
- axisA - Variable in class com.jme3.bullet.joints.HingeJoint
-
- axisB - Variable in class com.jme3.bullet.joints.HingeJoint
-
- axle - Variable in class com.jme3.bullet.objects.VehicleWheel
-
- calculateNewForward(Quaternion, Vector3f, Vector3f) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
This method works similar to Camera.lookAt but where lookAt sets the
priority on the direction, this method sets the priority on the up vector
so that the result direction vector and rotation is guaranteed to be
perpendicular to the up vector.
- CapsuleCollisionShape - Class in com.jme3.bullet.collision.shapes
-
Basic capsule collision shape
- CapsuleCollisionShape() - Constructor for class com.jme3.bullet.collision.shapes.CapsuleCollisionShape
-
- CapsuleCollisionShape(float, float) - Constructor for class com.jme3.bullet.collision.shapes.CapsuleCollisionShape
-
creates a new CapsuleCollisionShape with the given radius and height
- CapsuleCollisionShape(float, float, int) - Constructor for class com.jme3.bullet.collision.shapes.CapsuleCollisionShape
-
creates a capsule shape around the given axis (0=X,1=Y,2=Z)
- CharacterControl - Class in com.jme3.bullet.control
-
You might want to try BetterCharacterControl as well.
- CharacterControl() - Constructor for class com.jme3.bullet.control.CharacterControl
-
- CharacterControl(CollisionShape, float) - Constructor for class com.jme3.bullet.control.CharacterControl
-
- characterId - Variable in class com.jme3.bullet.objects.PhysicsCharacter
-
- characters - Variable in class com.jme3.bullet.debug.BulletDebugAppState
-
- checkCanUnDuck() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
This checks if the character can go from ducked to unducked state by
doing a ray test.
- checkOnGround() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
This checks if the character is on the ground by doing a ray test.
- ChildCollisionShape - Class in com.jme3.bullet.collision.shapes.infos
-
- ChildCollisionShape() - Constructor for class com.jme3.bullet.collision.shapes.infos.ChildCollisionShape
-
- ChildCollisionShape(Vector3f, Matrix3f, CollisionShape) - Constructor for class com.jme3.bullet.collision.shapes.infos.ChildCollisionShape
-
- children - Variable in class com.jme3.bullet.collision.shapes.CompoundCollisionShape
-
- clean() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
used by event factory, called when event is destroyed
- cleanup() - Method in class com.jme3.bullet.BulletAppState
-
- cleanup() - Method in class com.jme3.bullet.debug.BulletDebugAppState
-
- clearForces() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Clear all forces from the PhysicsRigidBody
- cloneFields(Cloner, Object) - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
- cloneFields(Cloner, Object) - Method in class com.jme3.bullet.control.CharacterControl
-
- cloneFields(Cloner, Object) - Method in class com.jme3.bullet.control.GhostControl
-
- cloneFields(Cloner, Object) - Method in class com.jme3.bullet.control.RigidBodyControl
-
- cloneFields(Cloner, Object) - Method in class com.jme3.bullet.control.VehicleControl
-
- cloneForSpatial(Spatial) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
- cloneForSpatial(Spatial) - Method in class com.jme3.bullet.control.CharacterControl
-
- cloneForSpatial(Spatial) - Method in class com.jme3.bullet.control.GhostControl
-
- cloneForSpatial(Spatial) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- cloneForSpatial(Spatial) - Method in class com.jme3.bullet.control.RigidBodyControl
-
- cloneForSpatial(Spatial) - Method in class com.jme3.bullet.control.VehicleControl
-
- collide(PhysicsCollisionObject, PhysicsCollisionObject) - Method in interface com.jme3.bullet.collision.PhysicsCollisionGroupListener
-
Called when two physics objects of the registered group are about to collide, called from physics thread.
This is only called when the collision will happen based on the collisionGroup and collideWithGroups
settings in the PhysicsCollisionObject.
- collide(Bone, PhysicsCollisionObject, PhysicsCollisionEvent) - Method in interface com.jme3.bullet.collision.RagdollCollisionListener
-
- collision(PhysicsCollisionEvent) - Method in interface com.jme3.bullet.collision.PhysicsCollisionListener
-
Called when a collision happened in the PhysicsSpace, called from render thread.
- collision(PhysicsCollisionEvent) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
For internal use only callback for collisionevent
- COLLISION_GROUP_01 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_02 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_03 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_04 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_05 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_06 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_07 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_08 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_09 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_10 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_11 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_12 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_13 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_14 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_15 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_16 - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- COLLISION_GROUP_NONE - Static variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- collisionBetweenLinkedBodys - Variable in class com.jme3.bullet.joints.PhysicsJoint
-
- collisionGroup - Variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- collisionGroupsMask - Variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- collisionShape - Variable in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- CollisionShape - Class in com.jme3.bullet.collision.shapes
-
This Object holds information about a jbullet CollisionShape to be able to reuse
CollisionShapes (as suggested in bullet manuals)
TODO: add static methods to create shapes from nodes (like jbullet-jme constructor)
- CollisionShape() - Constructor for class com.jme3.bullet.collision.shapes.CollisionShape
-
- CollisionShapeFactory - Class in com.jme3.bullet.util
-
- CollisionShapeFactory() - Constructor for class com.jme3.bullet.util.CollisionShapeFactory
-
- com.jme3.bullet - package com.jme3.bullet
-
- com.jme3.bullet.collision - package com.jme3.bullet.collision
-
- com.jme3.bullet.collision.shapes - package com.jme3.bullet.collision.shapes
-
- com.jme3.bullet.collision.shapes.infos - package com.jme3.bullet.collision.shapes.infos
-
- com.jme3.bullet.control - package com.jme3.bullet.control
-
- com.jme3.bullet.control.ragdoll - package com.jme3.bullet.control.ragdoll
-
- com.jme3.bullet.debug - package com.jme3.bullet.debug
-
- com.jme3.bullet.joints - package com.jme3.bullet.joints
-
- com.jme3.bullet.joints.motors - package com.jme3.bullet.joints.motors
-
- com.jme3.bullet.objects - package com.jme3.bullet.objects
-
- com.jme3.bullet.objects.infos - package com.jme3.bullet.objects.infos
-
- com.jme3.bullet.util - package com.jme3.bullet.util
-
- CompoundCollisionShape - Class in com.jme3.bullet.collision.shapes
-
A CompoundCollisionShape allows combining multiple base shapes
to generate a more sophisticated shape.
- CompoundCollisionShape() - Constructor for class com.jme3.bullet.collision.shapes.CompoundCollisionShape
-
- ConeCollisionShape - Class in com.jme3.bullet.collision.shapes
-
- ConeCollisionShape() - Constructor for class com.jme3.bullet.collision.shapes.ConeCollisionShape
-
- ConeCollisionShape(float, float, int) - Constructor for class com.jme3.bullet.collision.shapes.ConeCollisionShape
-
- ConeCollisionShape(float, float) - Constructor for class com.jme3.bullet.collision.shapes.ConeCollisionShape
-
- ConeJoint - Class in com.jme3.bullet.joints
-
From bullet manual:
To create ragdolls, the conve twist constraint is very useful for limbs like the upper arm.
- ConeJoint() - Constructor for class com.jme3.bullet.joints.ConeJoint
-
- ConeJoint(PhysicsRigidBody, PhysicsRigidBody, Vector3f, Vector3f) - Constructor for class com.jme3.bullet.joints.ConeJoint
-
- ConeJoint(PhysicsRigidBody, PhysicsRigidBody, Vector3f, Vector3f, Matrix3f, Matrix3f) - Constructor for class com.jme3.bullet.joints.ConeJoint
-
- controlRender(RenderManager, ViewPort) - Method in class com.jme3.bullet.debug.BulletCharacterDebugControl
-
- controlRender(RenderManager, ViewPort) - Method in class com.jme3.bullet.debug.BulletGhostObjectDebugControl
-
- controlRender(RenderManager, ViewPort) - Method in class com.jme3.bullet.debug.BulletJointDebugControl
-
- controlRender(RenderManager, ViewPort) - Method in class com.jme3.bullet.debug.BulletRigidBodyDebugControl
-
- controlRender(RenderManager, ViewPort) - Method in class com.jme3.bullet.debug.BulletVehicleDebugControl
-
- controlUpdate(float) - Method in class com.jme3.bullet.debug.AbstractPhysicsDebugControl
-
This is called on the physics thread for debug controls
- controlUpdate(float) - Method in class com.jme3.bullet.debug.BulletCharacterDebugControl
-
- controlUpdate(float) - Method in class com.jme3.bullet.debug.BulletGhostObjectDebugControl
-
- controlUpdate(float) - Method in class com.jme3.bullet.debug.BulletJointDebugControl
-
- controlUpdate(float) - Method in class com.jme3.bullet.debug.BulletRigidBodyDebugControl
-
- controlUpdate(float) - Method in class com.jme3.bullet.debug.BulletVehicleDebugControl
-
- create() - Method in class com.jme3.bullet.PhysicsSpace
-
Has to be called from the (designated) physics thread
- createBoxShape(Spatial) - Static method in class com.jme3.bullet.util.CollisionShapeFactory
-
- createCollisionHeightfield(float[], Vector3f) - Method in class com.jme3.bullet.collision.shapes.HeightfieldCollisionShape
-
- createCollisionShape() - Method in class com.jme3.bullet.control.RigidBodyControl
-
- createDynamicMeshShape(Spatial) - Static method in class com.jme3.bullet.util.CollisionShapeFactory
-
This method creates a hull shape for the given Spatial.
If you want to have mesh-accurate dynamic shapes (CPU intense!!!) use GImpact shapes, its probably best to do so with a low-poly version of your model.
- createJmeMesh() - Method in class com.jme3.bullet.collision.shapes.HeightfieldCollisionShape
-
- createJoint() - Method in class com.jme3.bullet.joints.ConeJoint
-
- createJoint() - Method in class com.jme3.bullet.joints.HingeJoint
-
- createJoint() - Method in class com.jme3.bullet.joints.Point2PointJoint
-
- createJoint() - Method in class com.jme3.bullet.joints.SliderJoint
-
- createMeshShape(Spatial) - Static method in class com.jme3.bullet.util.CollisionShapeFactory
-
This type of collision shape is mesh-accurate and meant for immovable "world objects".
- createShape() - Method in class com.jme3.bullet.collision.shapes.BoxCollisionShape
-
- createShape() - Method in class com.jme3.bullet.collision.shapes.CapsuleCollisionShape
-
- createShape() - Method in class com.jme3.bullet.collision.shapes.ConeCollisionShape
-
- createShape() - Method in class com.jme3.bullet.collision.shapes.CylinderCollisionShape
-
- createShape() - Method in class com.jme3.bullet.collision.shapes.GImpactCollisionShape
-
- createShape() - Method in class com.jme3.bullet.collision.shapes.HeightfieldCollisionShape
-
- createShape() - Method in class com.jme3.bullet.collision.shapes.HullCollisionShape
-
- createShape() - Method in class com.jme3.bullet.collision.shapes.PlaneCollisionShape
-
- createShape() - Method in class com.jme3.bullet.collision.shapes.SimplexCollisionShape
-
- createShape() - Method in class com.jme3.bullet.collision.shapes.SphereCollisionShape
-
- createSpatialData(Spatial) - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
Called when the control is added to a new spatial, create any
spatial-dependent data here.
- createSpatialData(Spatial) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
- createSpatialData(Spatial) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- createTriangleIndexVertexArray(ByteBuffer, ByteBuffer, int, int, int, int) - Static method in class com.jme3.bullet.util.NativeMeshUtil
-
- createVehicle(PhysicsSpace) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Used internally, creates the actual vehicle constraint when vehicle is added to phyicsspace
- CylinderCollisionShape - Class in com.jme3.bullet.collision.shapes
-
Basic cylinder collision shape
- CylinderCollisionShape() - Constructor for class com.jme3.bullet.collision.shapes.CylinderCollisionShape
-
- CylinderCollisionShape(Vector3f) - Constructor for class com.jme3.bullet.collision.shapes.CylinderCollisionShape
-
creates a cylinder shape from the given halfextents
- CylinderCollisionShape(Vector3f, int) - Constructor for class com.jme3.bullet.collision.shapes.CylinderCollisionShape
-
Creates a cylinder shape around the given axis from the given halfextents
- geom - Variable in class com.jme3.bullet.debug.BulletCharacterDebugControl
-
- geom - Variable in class com.jme3.bullet.debug.BulletGhostObjectDebugControl
-
- geom - Variable in class com.jme3.bullet.debug.BulletRigidBodyDebugControl
-
- geomA - Variable in class com.jme3.bullet.debug.BulletJointDebugControl
-
- geomB - Variable in class com.jme3.bullet.debug.BulletJointDebugControl
-
- getAccumulatedImpulse() - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- getAccuracy() - Method in class com.jme3.bullet.PhysicsSpace
-
get the current accuracy of the physics computation
- getAngularDamping() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getAngularFactor() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getAngularFactor(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getAngularSleepingThreshold() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getAngularVelocity() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Get the current angular velocity of this PhysicsRigidBody
- getAngularVelocity(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Get the current angular velocity of this PhysicsRigidBody
- getAppliedImpulse() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getAppliedImpulse() - Method in class com.jme3.bullet.joints.PhysicsJoint
-
- getAppliedImpulseLateral1() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getAppliedImpulseLateral2() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getAxis() - Method in class com.jme3.bullet.collision.shapes.CapsuleCollisionShape
-
- getAxis() - Method in class com.jme3.bullet.collision.shapes.CylinderCollisionShape
-
- getAxle() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getBodyA() - Method in class com.jme3.bullet.joints.PhysicsJoint
-
- getBodyB() - Method in class com.jme3.bullet.joints.PhysicsJoint
-
- getBone(String) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- getBone() - Method in class com.jme3.bullet.control.KinematicRagdollControl.PhysicsBoneLink
-
- getBoneIndices(Bone, Skeleton, Set<String>) - Static method in class com.jme3.bullet.control.ragdoll.RagdollUtils
-
- getBoneRigidBody(String) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
return the rigidBody associated to the given bone
- getBounce() - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- getBroadphaseType() - Method in class com.jme3.bullet.PhysicsSpace
-
- getCcdMotionThreshold() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getCcdMotionThreshold() - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getCcdMotionThreshold() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getCcdSquareMotionThreshold() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getCcdSquareMotionThreshold() - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getCcdSquareMotionThreshold() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getCcdSweptSphereRadius() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getCcdSweptSphereRadius() - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getCcdSweptSphereRadius() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getCharacterList() - Method in class com.jme3.bullet.PhysicsSpace
-
- getChildren() - Method in class com.jme3.bullet.collision.shapes.CompoundCollisionShape
-
- getCollideWithGroups() - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
Gets the bitmask of collision groups that this object collides with.
- getCollisionGroup() - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
Returns the collision group for this collision shape
- getCollisionLocation(Vector3f) - Method in class com.jme3.bullet.objects.VehicleWheel
-
returns the location where the wheel collides with the ground (world space)
- getCollisionLocation() - Method in class com.jme3.bullet.objects.VehicleWheel
-
returns the location where the wheel collides with the ground (world space)
- getCollisionNormal(Vector3f) - Method in class com.jme3.bullet.objects.VehicleWheel
-
returns the normal where the wheel collides with the ground (world space)
- getCollisionNormal() - Method in class com.jme3.bullet.objects.VehicleWheel
-
returns the normal where the wheel collides with the ground (world space)
- getCollisionObject() - Method in class com.jme3.bullet.collision.PhysicsRayTestResult
-
- getCollisionObject() - Method in class com.jme3.bullet.collision.PhysicsSweepTestResult
-
- getCollisionShape() - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- getCombinedFriction() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getCombinedRestitution() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getControllerId() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
used internally
- getCurrentVehicleSpeedKmHour() - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Get the current speed of the vehicle in km/h
- getDamping() - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- getDamping() - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- getDamping() - Method in class com.jme3.bullet.joints.Point2PointJoint
-
- getDampingDirAng() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getDampingDirLin() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getDampingLimAng() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getDampingLimLin() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getDampingOrthoAng() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getDampingOrthoLin() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getDebugMesh(CollisionShape) - Static method in class com.jme3.bullet.util.DebugShapeFactory
-
- getDebugShape(CollisionShape) - Static method in class com.jme3.bullet.util.DebugShapeFactory
-
Creates a debug shape from the given collision shape.
- getDeltaRotation() - Method in class com.jme3.bullet.objects.VehicleWheel
-
returns how many degrees the wheel has turned since the last physics
step.
- getDeltaRotation(long, int) - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getDirection() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getDistance1() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getDuckedFactor() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Gets the height multiplication factor for ducking.
- getEnableMotor() - Method in class com.jme3.bullet.joints.HingeJoint
-
- getERP() - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- getEvent(int, PhysicsCollisionObject, PhysicsCollisionObject, long) - Method in class com.jme3.bullet.collision.PhysicsCollisionEventFactory
-
- getEventDispatchImpulseThreshold() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- getFallSpeed() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getFinalHeight() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Gets the scaled height.
- getFinalRadius() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Gets the scaled radius.
- getForwardVector(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Get the current forward vector of the vehicle in world coordinates
- getFriction() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getFrictionSlip() - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
- getFrictionSlip() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getGhostObjectList() - Method in class com.jme3.bullet.PhysicsSpace
-
- getGravity() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Get the current gravity of the character.
- getGravity(Vector3f) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Get the current gravity of the character.
- getGravity() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getGravity() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getGravity(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getGravity(Vector3f) - Method in class com.jme3.bullet.PhysicsSpace
-
- getGroundObject() - Method in class com.jme3.bullet.objects.VehicleWheel
-
returns the object this wheel is in contact with or null if no contact
- getHalfExtents() - Method in class com.jme3.bullet.collision.shapes.BoxCollisionShape
-
- getHalfExtents() - Method in class com.jme3.bullet.collision.shapes.CylinderCollisionShape
-
- getHeight() - Method in class com.jme3.bullet.collision.shapes.CapsuleCollisionShape
-
- getHeight() - Method in class com.jme3.bullet.collision.shapes.ConeCollisionShape
-
- getHiLimit() - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- getHingeAngle() - Method in class com.jme3.bullet.joints.HingeJoint
-
- getHitFraction() - Method in class com.jme3.bullet.collision.PhysicsRayTestResult
-
- getHitFraction() - Method in class com.jme3.bullet.collision.PhysicsSweepTestResult
-
- getHitNormalLocal() - Method in class com.jme3.bullet.collision.PhysicsRayTestResult
-
- getHitNormalLocal() - Method in class com.jme3.bullet.collision.PhysicsSweepTestResult
-
- getIkRotSpeed() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- getIKThreshold() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- getImpulseClamp() - Method in class com.jme3.bullet.joints.Point2PointJoint
-
- getIndex0() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getIndex1() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getJoint(String) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
Return the joint between the given bone and its parent.
- getJointList() - Method in class com.jme3.bullet.PhysicsSpace
-
- getJoints() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Returns a list of connected joints.
- getJumpForce() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Gets the current jump force.
- getJumpSpeed() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getLateralFrictionDir1() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getLateralFrictionDir1(Vector3f) - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getLateralFrictionDir2() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getLateralFrictionDir2(Vector3f) - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getLifeTime() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getLimbDampening() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- getLimitSoftness() - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- getLimitSoftness() - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- getLinearDamping() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getLinearFactor() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getLinearSleepingThreshold() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getLinearVelocity() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Get the current linear velocity of this PhysicsRigidBody
- getLinearVelocity(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Get the current linear velocity of this PhysicsRigidBody
- getLocalPointA() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getLocalPointA(Vector3f) - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getLocalPointB() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getLocalPointB(Vector3f) - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getLocation() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getLoLimit() - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- getLowerAngLimit() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getLowerLimit() - Method in class com.jme3.bullet.joints.HingeJoint
-
- getLowerLimit() - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- getLowerLinLimit() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getMargin() - Method in class com.jme3.bullet.collision.shapes.CollisionShape
-
- getMass() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getMaxAngMotorForce() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getMaxLimitForce() - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- getMaxLinMotorForce() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getMaxMotorForce() - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- getMaxMotorImpulse() - Method in class com.jme3.bullet.joints.HingeJoint
-
- getMaxSlope() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getMaxSuspensionForce() - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
- getMaxSuspensionForce() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getMaxSuspensionTravelCm() - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
- getMaxSuspensionTravelCm() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getMode() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
retruns the mode of this control
- getMotionState() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getMotor() - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- getMotor() - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- getMotorTargetVelocity() - Method in class com.jme3.bullet.joints.HingeJoint
-
- getNewDebugTools() - Method in class com.jme3.bullet.debug.BulletDebugAppState
-
- getNodeA() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getNodeB() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getNormalWorldOnB() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getNormalWorldOnB(Vector3f) - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getNumWheels() - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
- getObjectA() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getObjectB() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getObjectId() - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- getObjectId() - Method in class com.jme3.bullet.collision.shapes.CollisionShape
-
used internally
- getObjectId() - Method in class com.jme3.bullet.joints.PhysicsJoint
-
- getObjectId() - Method in class com.jme3.bullet.objects.infos.RigidBodyMotionState
-
- getOverlapping(int) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getOverlappingCount() - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getOverlappingObjects() - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
Another Object is overlapping with this GhostNode,
if and if only there CollisionShapes overlaps.
- getOverlappingObjects(long) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getPartId0() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getPartId1() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getPhysicsDamping() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Gets how much the physics forces in the local x/z plane should be
dampened.
- getPhysicsLocation(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getPhysicsLocation() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getPhysicsLocation(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getPhysicsLocation() - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getPhysicsLocation(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getPhysicsLocation() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getPhysicsRotation(Quaternion) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getPhysicsRotation() - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getPhysicsRotation(Quaternion) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getPhysicsRotation() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getPhysicsRotationMatrix(Matrix3f) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getPhysicsRotationMatrix() - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- getPhysicsRotationMatrix(Matrix3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getPhysicsRotationMatrix() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getPhysicsSpace() - Method in class com.jme3.bullet.BulletAppState
-
- getPhysicsSpace() - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
- getPhysicsSpace() - Method in class com.jme3.bullet.control.CharacterControl
-
- getPhysicsSpace() - Method in class com.jme3.bullet.control.GhostControl
-
- getPhysicsSpace() - Method in interface com.jme3.bullet.control.PhysicsControl
-
- getPhysicsSpace() - Method in class com.jme3.bullet.control.RigidBodyControl
-
- getPhysicsSpace() - Method in class com.jme3.bullet.control.VehicleControl
-
- getPhysicsSpace() - Static method in class com.jme3.bullet.PhysicsSpace
-
Get the current PhysicsSpace running on this thread
For
parallel physics, this can also be called from the OpenGL thread to
receive the PhysicsSpace
- getPivotA() - Method in class com.jme3.bullet.joints.PhysicsJoint
-
- getPivotB() - Method in class com.jme3.bullet.joints.PhysicsJoint
-
- getPlane() - Method in class com.jme3.bullet.collision.shapes.PlaneCollisionShape
-
- getPoints(Mesh) - Method in class com.jme3.bullet.collision.shapes.HullCollisionShape
-
- getPositionWorldOnA() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getPositionWorldOnA(Vector3f) - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getPositionWorldOnB() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getPositionWorldOnB(Vector3f) - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getRadius() - Method in class com.jme3.bullet.collision.shapes.CapsuleCollisionShape
-
- getRadius() - Method in class com.jme3.bullet.collision.shapes.ConeCollisionShape
-
- getRadius() - Method in class com.jme3.bullet.collision.shapes.SphereCollisionShape
-
- getRadius() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- GetRayTestFlags() - Method in class com.jme3.bullet.PhysicsSpace
-
Gets m_flags for raytest, see https://code.google.com/p/bullet/source/browse/trunk/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
for possible options.
- getRestitution() - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- getRestitution() - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- getRestitutionDirAng() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getRestitutionDirLin() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getRestitutionLimAng() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getRestitutionLimLin() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getRestitutionOrthoAng() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getRestitutionOrthoLin() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getRestLength() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getRigidBody() - Method in class com.jme3.bullet.control.KinematicRagdollControl.PhysicsBoneLink
-
- getRigidBodyList() - Method in class com.jme3.bullet.PhysicsSpace
-
- getRollInfluence() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getRotationalLimitMotor(int) - Method in class com.jme3.bullet.joints.SixDofJoint
-
returns one of the three RotationalLimitMotors of this 6DofJoint which
allow manipulating the rotational axes
- getScale() - Method in class com.jme3.bullet.collision.shapes.CollisionShape
-
- getScore(String) - Method in class com.jme3.bullet.control.ragdoll.RagdollPreset.LexiconEntry
-
- getShape() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Gets a new collision shape based on the current scale parameter.
- getSkidInfo() - Method in class com.jme3.bullet.objects.VehicleWheel
-
returns how much the wheel skids on the ground (for skid sounds/smoke etc.)
0.0 = wheels are sliding, 1.0 = wheels have traction.
- getSkidInfo(long, int) - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getSoftnessDirAng() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getSoftnessDirLin() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getSoftnessLimAng() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getSoftnessLimLin() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getSoftnessOrthoAng() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getSoftnessOrthoLin() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getSolverNumIterations() - Method in class com.jme3.bullet.PhysicsSpace
-
Get the number of iterations used by the contact solver.
- getSpaceId() - Method in class com.jme3.bullet.PhysicsSpace
-
// * used internally //
- getSpatialRotation() - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
- getSpatialTranslation() - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
- getSpeed() - Method in class com.jme3.bullet.BulletAppState
-
- getSuspensionCompression() - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
- getSuspensionDamping() - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
- getSuspensionStiffness() - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
- getSuspensionStiffness() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getTargetAngMotorVelocity() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getTargetLinMotorVelocity() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getTargetVelocity() - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- getTau() - Method in class com.jme3.bullet.joints.Point2PointJoint
-
- getThreadingType() - Method in class com.jme3.bullet.BulletAppState
-
- getTotalMass() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- getTranslationalLimitMotor() - Method in class com.jme3.bullet.joints.SixDofJoint
-
returns the TranslationalLimitMotor of this 6DofJoint which allows
manipulating the translational axis
- getTriangleIndexVertexArray(Mesh) - Static method in class com.jme3.bullet.util.NativeMeshUtil
-
- getType() - Method in class com.jme3.bullet.collision.PhysicsCollisionEvent
-
- getUpAxis() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getUpperAngLimit() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getUpperLimit() - Method in class com.jme3.bullet.joints.HingeJoint
-
- getUpperLimit() - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- getUpperLinLimit() - Method in class com.jme3.bullet.joints.SliderJoint
-
- getUserObject() - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- getVehicleId() - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
used internally
- getVehicleList() - Method in class com.jme3.bullet.PhysicsSpace
-
- getVelocity() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Get the current linear velocity along the three axes of the character.
- getVertices() - Method in class com.jme3.bullet.util.DebugMeshCallback
-
- getViewDirection() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Gets the current view direction, note this doesn't need to correspond
with the spatials forward direction.
- getViewDirection() - Method in class com.jme3.bullet.control.CharacterControl
-
- getWalkDirection() - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Gets the current walk direction and speed of the character.
- getWalkDirection() - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- getWeightThreshold() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- getWheel(int) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
You can get access to the single wheels via this method.
- getWheelId() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getWheelsDampingCompression() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getWheelsDampingRelaxation() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getWheelSpatial() - Method in class com.jme3.bullet.objects.VehicleWheel
-
- getWheelWorldLocation(Vector3f) - Method in class com.jme3.bullet.objects.VehicleWheel
-
write the content of the wheelWorldLocation into the store
- getWheelWorldRotation(Quaternion) - Method in class com.jme3.bullet.objects.VehicleWheel
-
write the content of the wheelWorldRotation into the store
- getWorldLocation() - Method in class com.jme3.bullet.objects.infos.RigidBodyMotionState
-
- getWorldMax() - Method in class com.jme3.bullet.PhysicsSpace
-
- getWorldMin() - Method in class com.jme3.bullet.PhysicsSpace
-
- getWorldRotation() - Method in class com.jme3.bullet.objects.infos.RigidBodyMotionState
-
- getWorldRotationQuat() - Method in class com.jme3.bullet.objects.infos.RigidBodyMotionState
-
- GhostControl - Class in com.jme3.bullet.control
-
A GhostControl moves with the spatial it is attached to and can be used to check
overlaps with other physics objects (e.g.
- GhostControl() - Constructor for class com.jme3.bullet.control.GhostControl
-
- GhostControl(CollisionShape) - Constructor for class com.jme3.bullet.control.GhostControl
-
- ghosts - Variable in class com.jme3.bullet.debug.BulletDebugAppState
-
- GImpactCollisionShape - Class in com.jme3.bullet.collision.shapes
-
Basic mesh collision shape
- GImpactCollisionShape() - Constructor for class com.jme3.bullet.collision.shapes.GImpactCollisionShape
-
- GImpactCollisionShape(Mesh) - Constructor for class com.jme3.bullet.collision.shapes.GImpactCollisionShape
-
creates a collision shape from the given Mesh
- scale - Variable in class com.jme3.bullet.collision.shapes.CollisionShape
-
- scale - Variable in class com.jme3.bullet.control.BetterCharacterControl
-
- scanSpatial(Spatial) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- setAccumulatedImpulse(Vector3f) - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- setAccuracy(float) - Method in class com.jme3.bullet.PhysicsSpace
-
sets the accuracy of the physics computation, default=1/60s
- setAngularDamping(float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- setAngularFactor(float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- setAngularFactor(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- setAngularLowerLimit(Vector3f) - Method in class com.jme3.bullet.joints.SixDofJoint
-
- setAngularOnly(boolean) - Method in class com.jme3.bullet.joints.ConeJoint
-
- setAngularOnly(boolean) - Method in class com.jme3.bullet.joints.HingeJoint
-
- setAngularSleepingThreshold(float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- setAngularUpperLimit(Vector3f) - Method in class com.jme3.bullet.joints.SixDofJoint
-
- setAngularVelocity(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Sets the angular velocity of this PhysicsRigidBody
- setApplyLocal(boolean) - Method in class com.jme3.bullet.objects.VehicleWheel
-
- setApplyPhysicsLocal(boolean) - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
When set to true, the physics coordinates will be applied to the local
translation of the Spatial
- setApplyPhysicsLocal(boolean) - Method in class com.jme3.bullet.control.CharacterControl
-
When set to true, the physics coordinates will be applied to the local
translation of the Spatial
- setApplyPhysicsLocal(boolean) - Method in class com.jme3.bullet.control.GhostControl
-
When set to true, the physics coordinates will be applied to the local
translation of the Spatial
- setApplyPhysicsLocal(boolean) - Method in class com.jme3.bullet.control.RigidBodyControl
-
When set to true, the physics coordinates will be applied to the local
translation of the Spatial instead of the world translation.
- setApplyPhysicsLocal(boolean) - Method in class com.jme3.bullet.control.VehicleControl
-
When set to true, the physics coordinates will be applied to the local
translation of the Spatial
- setApplyPhysicsLocal(boolean) - Method in class com.jme3.bullet.objects.infos.RigidBodyMotionState
-
- setBlueArrow(Vector3f, Vector3f) - Method in class com.jme3.bullet.debug.DebugTools
-
- setBounce(float) - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- setBroadphaseType(PhysicsSpace.BroadphaseType) - Method in class com.jme3.bullet.BulletAppState
-
Use before attaching state
- setBroadphaseType(PhysicsSpace.BroadphaseType) - Method in class com.jme3.bullet.PhysicsSpace
-
- setCcdMotionThreshold(float) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
Set the CcdMotionThreshold of all the bone's rigidBodies of the ragdoll
- setCcdMotionThreshold(float) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- setCcdMotionThreshold(float) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- setCcdMotionThreshold(float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Sets the amount of motion that has to happen in one physics tick to trigger the continuous motion detection
This avoids the problem of fast objects moving through other objects, set to zero to disable (default)
- setCcdSweptSphereRadius(float) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
Set the CcdSweptSphereRadius of all the bone's rigidBodies of the ragdoll
- setCcdSweptSphereRadius(float) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- setCcdSweptSphereRadius(float) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- setCcdSweptSphereRadius(float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- setCollideWithGroups(int) - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
Directly set the bitmask for collision groups that this object collides with.
- setCollisionBetweenLinkedBodys(boolean) - Method in class com.jme3.bullet.joints.PhysicsJoint
-
toggles collisions between linked bodys
joint has to be removed from and added to PhyiscsSpace to apply this.
- setCollisionGroup(int) - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
Sets the collision group number for this physics object.
- setCollisionShape(CollisionShape) - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
Sets a CollisionShape to this physics object, note that the object should
not be in the physics space when adding a new collision shape as it is rebuilt
on the physics side.
- setCollisionShape(CollisionShape) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- setCollisionShape(CollisionShape) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
- setCollisionShape(CollisionShape) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- setDamping(float) - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- setDamping(float) - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- setDamping(float) - Method in class com.jme3.bullet.joints.Point2PointJoint
-
- setDamping(int, float) - Method in class com.jme3.bullet.joints.SixDofSpringJoint
-
- setDamping(float, float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- setDampingDirAng(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setDampingDirLin(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setDampingLimAng(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setDampingLimLin(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setDampingOrthoAng(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setDampingOrthoLin(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setDebugEnabled(boolean) - Method in class com.jme3.bullet.BulletAppState
-
- setDucked(boolean) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Toggle character ducking.
- setDuckedFactor(float) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Sets the height multiplication factor for ducking.
- setEnabled(boolean) - Method in class com.jme3.bullet.BulletAppState
-
- setEnabled(boolean) - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
- setEnabled(boolean) - Method in class com.jme3.bullet.control.CharacterControl
-
- setEnabled(boolean) - Method in class com.jme3.bullet.control.GhostControl
-
- setEnabled(boolean) - Method in interface com.jme3.bullet.control.PhysicsControl
-
The physics object is removed from the physics space when the control
is disabled.
- setEnabled(boolean) - Method in class com.jme3.bullet.control.RigidBodyControl
-
- setEnabled(boolean) - Method in class com.jme3.bullet.control.VehicleControl
-
- setEnableMotor(boolean) - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- setEquilibriumPoint() - Method in class com.jme3.bullet.joints.SixDofSpringJoint
-
- setEquilibriumPoint(int) - Method in class com.jme3.bullet.joints.SixDofSpringJoint
-
- setERP(float) - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- setEventDispatchImpulseThreshold(float) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- setFallSpeed(float) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- setFilter(BulletDebugAppState.DebugAppStateFilter) - Method in class com.jme3.bullet.debug.BulletDebugAppState
-
- setFriction(float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Sets the friction of this physics object
- setFrictionSlip(float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Use before adding wheels, this is the default used when adding wheels.
- setFrictionSlip(int, float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
The coefficient of friction between the tyre and the ground.
- setFrictionSlip(float) - Method in class com.jme3.bullet.objects.VehicleWheel
-
the coefficient of friction between the tyre and the ground.
- setFrontWheel(boolean) - Method in class com.jme3.bullet.objects.VehicleWheel
-
- setGravity(Vector3f) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Set the gravity for this character.
- setGravity(float) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- setGravity(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Set the local gravity of this PhysicsRigidBody
Set this after adding the node to the PhysicsSpace,
the PhysicsSpace assigns its current gravity to the physics node when its added.
- setGravity(Vector3f) - Method in class com.jme3.bullet.PhysicsSpace
-
Sets the gravity of the PhysicsSpace, set before adding physics objects!
- setGreenArrow(Vector3f, Vector3f) - Method in class com.jme3.bullet.debug.DebugTools
-
- setHeightPercent(float) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
This actually sets a new collision shape to the character to change the
height of the capsule.
- setHiLimit(float) - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- setIKMode() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
Sets the control into Inverse Kinematics mode.
- setIkRotSpeed(float) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- setIKTarget(Bone, Vector3f, int) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- setIKThreshold(float) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- setImpulseClamp(float) - Method in class com.jme3.bullet.joints.Point2PointJoint
-
- setJointLimit(String, float, float, float, float, float, float) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
Set the joint limits for the joint between the given bone and its parent.
- setJointLimit(SixDofJoint, float, float, float, float, float, float) - Static method in class com.jme3.bullet.control.ragdoll.RagdollUtils
-
- setJumpForce(Vector3f) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Set the jump force as a Vector3f.
- setJumpSpeed(float) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- setKinematic(boolean) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Sets the node to kinematic mode.
- setKinematicMode() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
Set the control into Kinematic mode In theis mode, the collision shapes
follow the movements of the skeleton, and can interact with physical
environement
- setKinematicSpatial(boolean) - Method in class com.jme3.bullet.control.RigidBodyControl
-
Sets this control to kinematic spatial mode so that the spatials transform will
be applied to the rigidbody in kinematic mode, defaults to true.
- setLimbDampening(float) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- setLimit(float, float, float) - Method in class com.jme3.bullet.joints.ConeJoint
-
- setLimit(float, float) - Method in class com.jme3.bullet.joints.HingeJoint
-
Sets the limits of this joint.
- setLimit(float, float, float, float, float) - Method in class com.jme3.bullet.joints.HingeJoint
-
Sets the limits of this joint.
- setLimitSoftness(float) - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- setLimitSoftness(float) - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- setLinearDamping(float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- setLinearFactor(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- setLinearLowerLimit(Vector3f) - Method in class com.jme3.bullet.joints.SixDofJoint
-
- setLinearSleepingThreshold(float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
- setLinearUpperLimit(Vector3f) - Method in class com.jme3.bullet.joints.SixDofJoint
-
- setLinearVelocity(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Sets the linear velocity of this PhysicsRigidBody
- setLocalThreadPhysicsSpace(PhysicsSpace) - Static method in class com.jme3.bullet.PhysicsSpace
-
Used internally
- setLoLimit(float) - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- setLowerAngLimit(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setLowerLimit(Vector3f) - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- setLowerLinLimit(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setMagentaArrow(Vector3f, Vector3f) - Method in class com.jme3.bullet.debug.DebugTools
-
- setMargin(float) - Method in class com.jme3.bullet.collision.shapes.CollisionShape
-
- setMass(float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Sets the mass of this PhysicsRigidBody, objects with mass=0 are static.
- setMaxAngMotorForce(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setMaxLimitForce(float) - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- setMaxLinMotorForce(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setMaxMotorForce(float) - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
-
- setMaxSlope(float) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- setMaxSubSteps(int) - Method in class com.jme3.bullet.PhysicsSpace
-
Sets the maximum amount of extra steps that will be used to step the
physics when the fps is below the physics fps.
- setMaxSuspensionForce(float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
This vaue caps the maximum suspension force, raise this above the default 6000 if your suspension cannot
handle the weight of your vehcile.
- setMaxSuspensionForce(int, float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
This vaue caps the maximum suspension force, raise this above the default 6000 if your suspension cannot
handle the weight of your vehcile.
- setMaxSuspensionForce(float) - Method in class com.jme3.bullet.objects.VehicleWheel
-
The maximum suspension force, raise this above the default 6000 if your suspension cannot
handle the weight of your vehcile.
- setMaxSuspensionTravelCm(float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Use before adding wheels, this is the default used when adding wheels.
- setMaxSuspensionTravelCm(int, float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
The maximum distance the suspension can be compressed (centimetres)
- setMaxSuspensionTravelCm(float) - Method in class com.jme3.bullet.objects.VehicleWheel
-
the maximum distance the suspension can be compressed (centimetres)
- setMode(KinematicRagdollControl.Mode) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
Enable or disable the ragdoll behaviour.
- setObjectId(long) - Method in class com.jme3.bullet.collision.shapes.CollisionShape
-
used internally
- setPhysicsDamping(float) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Sets how much the physics forces in the local x/z plane should be
dampened.
- setPhysicsLocation(Vector3f) - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
Called when the physics object is supposed to move to the spatial
position.
- setPhysicsLocation(Vector3f) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
This is implemented from AbstractPhysicsControl and called when the
spatial is attached for example.
- setPhysicsLocation(Vector3f) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- setPhysicsLocation(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
Set the physics location (same as warp())
- setPhysicsLocation(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
Sets the physics object location
- setPhysicsLocation(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Sets the physics object location
- setPhysicsRotation(Quaternion) - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
Called when the physics object is supposed to move to the spatial
rotation.
- setPhysicsRotation(Quaternion) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
This is implemented from AbstractPhysicsControl and called when the
spatial is attached for example.
- setPhysicsRotation(Quaternion) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- setPhysicsRotation(Matrix3f) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
Sets the physics object rotation
- setPhysicsRotation(Quaternion) - Method in class com.jme3.bullet.objects.PhysicsGhostObject
-
Sets the physics object rotation
- setPhysicsRotation(Matrix3f) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Sets the physics object rotation
- setPhysicsRotation(Quaternion) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
Sets the physics object rotation
- setPhysicsSpace(PhysicsSpace) - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
- setPhysicsSpace(PhysicsSpace) - Method in class com.jme3.bullet.control.CharacterControl
-
- setPhysicsSpace(PhysicsSpace) - Method in class com.jme3.bullet.control.GhostControl
-
- setPhysicsSpace(PhysicsSpace) - Method in interface com.jme3.bullet.control.PhysicsControl
-
Only used internally, do not call.
- setPhysicsSpace(PhysicsSpace) - Method in class com.jme3.bullet.control.RigidBodyControl
-
- setPhysicsSpace(PhysicsSpace) - Method in class com.jme3.bullet.control.VehicleControl
-
- setPinkArrow(Vector3f, Vector3f) - Method in class com.jme3.bullet.debug.DebugTools
-
- setPoweredAngMotor(boolean) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setPoweredLinMotor(boolean) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setRadius(float) - Method in class com.jme3.bullet.objects.VehicleWheel
-
- setRagdollMode() - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
Sets the control into Ragdoll mode The skeleton is entirely controlled by
physics.
- SetRayTestFlags(int) - Method in class com.jme3.bullet.PhysicsSpace
-
Sets m_flags for raytest, see https://code.google.com/p/bullet/source/browse/trunk/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
for possible options.
- setRedArrow(Vector3f, Vector3f) - Method in class com.jme3.bullet.debug.DebugTools
-
- setRestitution(float) - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- setRestitution(float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
The "bouncyness" of the PhysicsRigidBody, best performance if restitution=0
- setRestitutionDirAng(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setRestitutionDirLin(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setRestitutionLimAng(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setRestitutionLimLin(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setRestitutionOrthoAng(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setRestitutionOrthoLin(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setRestLength(float) - Method in class com.jme3.bullet.objects.VehicleWheel
-
- setRollInfluence(int, float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Reduces the rolling torque applied from the wheels that cause the vehicle to roll over.
- setRollInfluence(float) - Method in class com.jme3.bullet.objects.VehicleWheel
-
reduces the rolling torque applied from the wheels that cause the vehicle to roll over.
- setRootMass(float) - Method in class com.jme3.bullet.control.KinematicRagdollControl
-
- setScale(Vector3f) - Method in class com.jme3.bullet.collision.shapes.CapsuleCollisionShape
-
WARNING - CompoundCollisionShape scaling has no effect.
- setScale(Vector3f) - Method in class com.jme3.bullet.collision.shapes.CollisionShape
-
- setScale(Vector3f) - Method in class com.jme3.bullet.collision.shapes.CompoundCollisionShape
-
WARNING - CompoundCollisionShape scaling has no effect.
- setScale(Vector3f) - Method in class com.jme3.bullet.collision.shapes.CylinderCollisionShape
-
WARNING - CompoundCollisionShape scaling has no effect.
- setScale(Vector3f) - Method in class com.jme3.bullet.collision.shapes.SphereCollisionShape
-
WARNING - CompoundCollisionShape scaling has no effect.
- setSleepingThresholds(float, float) - Method in class com.jme3.bullet.objects.PhysicsRigidBody
-
sets the sleeping thresholds, these define when the object gets deactivated
to save ressources.
- setSoftnessDirAng(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setSoftnessDirLin(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setSoftnessLimAng(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setSoftnessLimLin(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setSoftnessOrthoAng(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setSoftnessOrthoLin(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setSolverNumIterations(int) - Method in class com.jme3.bullet.PhysicsSpace
-
Set the number of iterations used by the contact solver.
- setSpatial(Spatial) - Method in class com.jme3.bullet.control.AbstractPhysicsControl
-
- setSpatial(Spatial) - Method in class com.jme3.bullet.control.CharacterControl
-
- setSpatial(Spatial) - Method in class com.jme3.bullet.control.GhostControl
-
- setSpatial(Spatial) - Method in class com.jme3.bullet.control.RigidBodyControl
-
- setSpatial(Spatial) - Method in class com.jme3.bullet.control.VehicleControl
-
- setSpatial(Spatial) - Method in class com.jme3.bullet.debug.BulletCharacterDebugControl
-
- setSpatial(Spatial) - Method in class com.jme3.bullet.debug.BulletGhostObjectDebugControl
-
- setSpatial(Spatial) - Method in class com.jme3.bullet.debug.BulletJointDebugControl
-
- setSpatial(Spatial) - Method in class com.jme3.bullet.debug.BulletRigidBodyDebugControl
-
- setSpatial(Spatial) - Method in class com.jme3.bullet.debug.BulletVehicleDebugControl
-
- setSpeed(float) - Method in class com.jme3.bullet.BulletAppState
-
- setStiffness(int, float) - Method in class com.jme3.bullet.joints.SixDofSpringJoint
-
- setSuspensionCompression(float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Use before adding wheels, this is the default used when adding wheels.
- setSuspensionCompression(int, float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
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The damping coefficient for when the suspension is compressed.
- setSuspensionDamping(float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Use before adding wheels, this is the default used when adding wheels.
- setSuspensionDamping(int, float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
The damping coefficient for when the suspension is expanding.
- setSuspensionStiffness(float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Use before adding wheels, this is the default used when adding wheels.
- setSuspensionStiffness(int, float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
The stiffness constant for the suspension.
- setSuspensionStiffness(float) - Method in class com.jme3.bullet.objects.VehicleWheel
-
the stiffness constant for the suspension.
- setTargetAngMotorVelocity(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setTargetLinMotorVelocity(float) - Method in class com.jme3.bullet.joints.SliderJoint
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- setTargetVelocity(float) - Method in class com.jme3.bullet.joints.motors.RotationalLimitMotor
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- setTau(float) - Method in class com.jme3.bullet.joints.Point2PointJoint
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- setThreadingType(BulletAppState.ThreadingType) - Method in class com.jme3.bullet.BulletAppState
-
Use before attaching state
- setTransform(Bone, Vector3f, Quaternion, boolean, Set<String>) - Static method in class com.jme3.bullet.control.ragdoll.RagdollUtils
-
Updates a bone position and rotation.
- setUpAxis(int) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
- setupDebugNode() - Method in class com.jme3.bullet.debug.DebugTools
-
- setupJoint(SixDofJoint) - Method in class com.jme3.bullet.control.ragdoll.RagdollPreset.JointPreset
-
- setupJointForBone(String, SixDofJoint) - Method in class com.jme3.bullet.control.ragdoll.RagdollPreset
-
- setupMaterials() - Method in class com.jme3.bullet.debug.DebugTools
-
- setUpperAngLimit(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setUpperLimit(Vector3f) - Method in class com.jme3.bullet.joints.motors.TranslationalLimitMotor
-
- setUpperLinLimit(float) - Method in class com.jme3.bullet.joints.SliderJoint
-
- setUserControl(Bone, boolean) - Static method in class com.jme3.bullet.control.ragdoll.RagdollUtils
-
- setUserObject(Object) - Method in class com.jme3.bullet.collision.PhysicsCollisionObject
-
- setUseViewDirection(boolean) - Method in class com.jme3.bullet.control.CharacterControl
-
- setVehicle(PhysicsVehicle) - Method in class com.jme3.bullet.objects.infos.RigidBodyMotionState
-
- setVehicleId(long, int) - Method in class com.jme3.bullet.objects.VehicleWheel
-
- setViewDirection(Vector3f) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Sets the view direction for the character.
- setViewDirection(Vector3f) - Method in class com.jme3.bullet.control.CharacterControl
-
- setWalkDirection(Vector3f) - Method in class com.jme3.bullet.control.BetterCharacterControl
-
Sets the walk direction of the character.
- setWalkDirection(Vector3f) - Method in class com.jme3.bullet.objects.PhysicsCharacter
-
Set the walk direction, works continuously.
- setWeightThreshold(float) - Method in class com.jme3.bullet.control.KinematicRagdollControl
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- setWheelsDampingCompression(float) - Method in class com.jme3.bullet.objects.VehicleWheel
-
the damping coefficient for when the suspension is compressed.
- setWheelsDampingRelaxation(float) - Method in class com.jme3.bullet.objects.VehicleWheel
-
the damping coefficient for when the suspension is expanding.
- setWheelSpatial(Spatial) - Method in class com.jme3.bullet.objects.VehicleWheel
-
- setWorldMax(Vector3f) - Method in class com.jme3.bullet.BulletAppState
-
Use before attaching state
- setWorldMax(Vector3f) - Method in class com.jme3.bullet.PhysicsSpace
-
only applies for AXIS_SWEEP broadphase
- setWorldMin(Vector3f) - Method in class com.jme3.bullet.BulletAppState
-
Use before attaching state
- setWorldMin(Vector3f) - Method in class com.jme3.bullet.PhysicsSpace
-
only applies for AXIS_SWEEP broadphase
- setYellowArrow(Vector3f, Vector3f) - Method in class com.jme3.bullet.debug.DebugTools
-
- shape - Variable in class com.jme3.bullet.collision.shapes.infos.ChildCollisionShape
-
- shiftCompoundShapeContents(CompoundCollisionShape, Vector3f) - Static method in class com.jme3.bullet.util.CollisionShapeFactory
-
This method moves each child shape of a compound shape by the given vector
- show(RenderManager, ViewPort) - Method in class com.jme3.bullet.debug.DebugTools
-
- SimplexCollisionShape - Class in com.jme3.bullet.collision.shapes
-
A simple point, line, triangle or quad collisionShape based on one to four points-
- SimplexCollisionShape() - Constructor for class com.jme3.bullet.collision.shapes.SimplexCollisionShape
-
- SimplexCollisionShape(Vector3f, Vector3f, Vector3f, Vector3f) - Constructor for class com.jme3.bullet.collision.shapes.SimplexCollisionShape
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- SimplexCollisionShape(Vector3f, Vector3f, Vector3f) - Constructor for class com.jme3.bullet.collision.shapes.SimplexCollisionShape
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- SimplexCollisionShape(Vector3f, Vector3f) - Constructor for class com.jme3.bullet.collision.shapes.SimplexCollisionShape
-
- SimplexCollisionShape(Vector3f) - Constructor for class com.jme3.bullet.collision.shapes.SimplexCollisionShape
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- SixDofJoint - Class in com.jme3.bullet.joints
-
From bullet manual:
This generic constraint can emulate a variety of standard constraints,
by configuring each of the 6 degrees of freedom (dof).
- SixDofJoint() - Constructor for class com.jme3.bullet.joints.SixDofJoint
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- SixDofJoint(PhysicsRigidBody, PhysicsRigidBody, Vector3f, Vector3f, Matrix3f, Matrix3f, boolean) - Constructor for class com.jme3.bullet.joints.SixDofJoint
-
- SixDofJoint(PhysicsRigidBody, PhysicsRigidBody, Vector3f, Vector3f, boolean) - Constructor for class com.jme3.bullet.joints.SixDofJoint
-
- SixDofSpringJoint - Class in com.jme3.bullet.joints
-
From bullet manual:
This generic constraint can emulate a variety of standard constraints,
by configuring each of the 6 degrees of freedom (dof).
- SixDofSpringJoint() - Constructor for class com.jme3.bullet.joints.SixDofSpringJoint
-
- SixDofSpringJoint(PhysicsRigidBody, PhysicsRigidBody, Vector3f, Vector3f, Matrix3f, Matrix3f, boolean) - Constructor for class com.jme3.bullet.joints.SixDofSpringJoint
-
- skeleton - Variable in class com.jme3.bullet.control.KinematicRagdollControl
-
- SliderJoint - Class in com.jme3.bullet.joints
-
From bullet manual:
The slider constraint allows the body to rotate around one axis and translate along this axis.
- SliderJoint() - Constructor for class com.jme3.bullet.joints.SliderJoint
-
- SliderJoint(PhysicsRigidBody, PhysicsRigidBody, Vector3f, Vector3f, Matrix3f, Matrix3f, boolean) - Constructor for class com.jme3.bullet.joints.SliderJoint
-
- SliderJoint(PhysicsRigidBody, PhysicsRigidBody, Vector3f, Vector3f, boolean) - Constructor for class com.jme3.bullet.joints.SliderJoint
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- space - Variable in class com.jme3.bullet.control.AbstractPhysicsControl
-
- space - Variable in class com.jme3.bullet.control.CharacterControl
-
- space - Variable in class com.jme3.bullet.control.GhostControl
-
- space - Variable in class com.jme3.bullet.control.RigidBodyControl
-
- space - Variable in class com.jme3.bullet.control.VehicleControl
-
- space - Variable in class com.jme3.bullet.debug.BulletDebugAppState
-
- spatial - Variable in class com.jme3.bullet.control.AbstractPhysicsControl
-
- spatial - Variable in class com.jme3.bullet.control.CharacterControl
-
- spatial - Variable in class com.jme3.bullet.control.GhostControl
-
- spatial - Variable in class com.jme3.bullet.control.RigidBodyControl
-
- spatial - Variable in class com.jme3.bullet.control.VehicleControl
-
- speed - Variable in class com.jme3.bullet.BulletAppState
-
- SphereCollisionShape - Class in com.jme3.bullet.collision.shapes
-
Basic sphere collision shape
- SphereCollisionShape() - Constructor for class com.jme3.bullet.collision.shapes.SphereCollisionShape
-
- SphereCollisionShape(float) - Constructor for class com.jme3.bullet.collision.shapes.SphereCollisionShape
-
creates a SphereCollisionShape with the given radius
- startBlendingPos - Variable in class com.jme3.bullet.control.KinematicRagdollControl.PhysicsBoneLink
-
- startBlendingRot - Variable in class com.jme3.bullet.control.KinematicRagdollControl.PhysicsBoneLink
-
- startPhysics() - Method in class com.jme3.bullet.BulletAppState
-
The physics system is started automatically on attaching, if you want to
start it before for some reason, you can use this method.
- stateAttached(AppStateManager) - Method in class com.jme3.bullet.BulletAppState
-
- stateDetached(AppStateManager) - Method in class com.jme3.bullet.BulletAppState
-
- stateManager - Variable in class com.jme3.bullet.BulletAppState
-
- steer(float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Set the given steering value to all front wheels (0 = forward)
- steer(int, float) - Method in class com.jme3.bullet.objects.PhysicsVehicle
-
Set the given steering value to the given wheel (0 = forward)
- stepHeight - Variable in class com.jme3.bullet.objects.PhysicsCharacter
-
- stopPhysics() - Method in class com.jme3.bullet.BulletAppState
-
- suspensionCompression - Variable in class com.jme3.bullet.objects.infos.VehicleTuning
-
- suspensionDamping - Variable in class com.jme3.bullet.objects.infos.VehicleTuning
-
- suspensionNode - Variable in class com.jme3.bullet.debug.BulletVehicleDebugControl
-
- suspensionStiffness - Variable in class com.jme3.bullet.objects.infos.VehicleTuning
-
- suspensionStiffness - Variable in class com.jme3.bullet.objects.VehicleWheel
-
- sweepTest(CollisionShape, Transform, Transform) - Method in class com.jme3.bullet.PhysicsSpace
-
Performs a sweep collision test and returns the results as a list of
PhysicsSweepTestResults
You have to use different Transforms for
start and end (at least distance > 0.4f).
- sweepTest(CollisionShape, Transform, Transform, List<PhysicsSweepTestResult>) - Method in class com.jme3.bullet.PhysicsSpace
-
- sweepTest(CollisionShape, Transform, Transform, List<PhysicsSweepTestResult>, float) - Method in class com.jme3.bullet.PhysicsSpace
-
Performs a sweep collision test and returns the results as a list of
PhysicsSweepTestResults
You have to use different Transforms for
start and end (at least distance > allowedCcdPenetration).
- sweepTest_native(long, Transform, Transform, long, List<PhysicsSweepTestResult>, float) - Method in class com.jme3.bullet.PhysicsSpace
-
- swingSpan1 - Variable in class com.jme3.bullet.joints.ConeJoint
-
- swingSpan2 - Variable in class com.jme3.bullet.joints.ConeJoint
-