public class RigidBodyMotionState
extends com.bulletphysics.linearmath.MotionState
| Constructor and Description | 
|---|
RigidBodyMotionState()  | 
| Modifier and Type | Method and Description | 
|---|---|
boolean | 
applyTransform(Spatial spatial)
applies the current transform to the given jme Node if the location has been updated on the physics side 
 | 
Vector3f | 
getWorldLocation()  | 
Matrix3f | 
getWorldRotation()  | 
Quaternion | 
getWorldRotationQuat()  | 
com.bulletphysics.linearmath.Transform | 
getWorldTransform(com.bulletphysics.linearmath.Transform t)
Called from Bullet when creating the rigid body. 
 | 
boolean | 
isApplyPhysicsLocal()  | 
void | 
setApplyPhysicsLocal(boolean applyPhysicsLocal)  | 
void | 
setVehicle(PhysicsVehicle vehicle)  | 
void | 
setWorldTransform(com.bulletphysics.linearmath.Transform worldTrans)
Called from Bullet when the transform of the rigid body changes. 
 | 
public com.bulletphysics.linearmath.Transform getWorldTransform(com.bulletphysics.linearmath.Transform t)
getWorldTransform in class com.bulletphysics.linearmath.MotionStatet - caller-provided storage for the Transformpublic void setWorldTransform(com.bulletphysics.linearmath.Transform worldTrans)
setWorldTransform in class com.bulletphysics.linearmath.MotionStateworldTrans - the new value (not null, unaffected)public boolean applyTransform(Spatial spatial)
spatial - where to apply the physics transform (not null, modified)public Vector3f getWorldLocation()
public Matrix3f getWorldRotation()
public Quaternion getWorldRotationQuat()
public void setVehicle(PhysicsVehicle vehicle)
vehicle - the vehicle to setpublic boolean isApplyPhysicsLocal()
public void setApplyPhysicsLocal(boolean applyPhysicsLocal)