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  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
TestWalkingChar.java 41 import com.jme3.bullet.collision.PhysicsCollisionEvent;
42 import com.jme3.bullet.collision.PhysicsCollisionListener;
43 import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
44 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
408 public void collision(PhysicsCollisionEvent event) { method in class:TestWalkingChar
TestHoveringTank.java 38 import com.jme3.bullet.collision.PhysicsCollisionObject;
39 import com.jme3.bullet.collision.shapes.BoxCollisionShape;
40 import com.jme3.bullet.collision.shapes.CollisionShape;
TestPhysicsReadWrite.java 39 import com.jme3.bullet.collision.shapes.*;
82 // Add a physics sphere to the world using the collision shape from sphere one
TestQ3.java 40 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
  /external/replicaisland/src/com/replica/replicaisland/
Game.java 122 CollisionSystem collision = new CollisionSystem(); local
123 BaseObject.sSystemRegistry.collisionSystem = collision;
145 collision.loadCollisionTiles(context.getResources().openRawResource(R.raw.collision));
237 gameRoot.add(collision);
GameObjectFactory.java     [all...]
  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/
KinematicRagdollControl.java 40 import com.jme3.bullet.collision.PhysicsCollisionEvent;
41 import com.jme3.bullet.collision.PhysicsCollisionListener;
42 import com.jme3.bullet.collision.PhysicsCollisionObject;
43 import com.jme3.bullet.collision.RagdollCollisionListener;
44 import com.jme3.bullet.collision.shapes.BoxCollisionShape;
45 import com.jme3.bullet.collision.shapes.HullCollisionShape;
71 * This control creates collision shapes for each bones of the skeleton when you call spatial.addControl(ragdollControl).
74 * <li>If you don't want each bone to be a collision shape, you can specify what bone to use by using the addBoneName method<br>
75 * By using this method, bone that are not used to create a shape, are "merged" to their parent to create the collision shape.
83 * this is the default behavior, this means that the collision shapes of the body are able to interact with physics enabled objects
618 public void collision(PhysicsCollisionEvent event) { method in class:KinematicRagdollControl
    [all...]
GhostControl.java 8 import com.jme3.bullet.collision.shapes.CollisionShape;
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/objects/
PhysicsRigidBody.java 35 import com.jme3.bullet.collision.PhysicsCollisionObject;
36 import com.jme3.bullet.collision.shapes.CollisionShape;
37 import com.jme3.bullet.collision.shapes.MeshCollisionShape;
73 * Creates a new PhysicsRigidBody with the supplied collision shape
94 throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!");
319 throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!");
571 throw new IllegalStateException("Dynamic rigidbody can not have mesh collision shape!");
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/
PhysicsCollisionEvent.java 32 package com.jme3.bullet.collision;
39 * A CollisionEvent stores all information about a collision in the PhysicsWorld.
40 * Do not store this Object, as it will be reused after the collision() method has been called.
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/shapes/
GImpactCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
50 * Basic mesh collision shape
65 * creates a collision shape from the given Mesh
103 // * creates a jme mesh from the collision shape, only needed for debugging
HeightfieldCollisionShape.java 5 package com.jme3.bullet.collision.shapes;
21 * Uses Bullet Physics Heightfield terrain collision system. This is MUCH faster
25 * -The collision bbox must be centered around 0,0,0 with the height above and below the y-axis being
26 * equal on either side. If not, the whole collision box is shifted vertically and things don't collide
72 // we need to center the terrain collision box at 0,0,0 for BulletPhysics. And to do that we need to set the
73 // min and max height to be equal on either side of the y axis, otherwise it gets shifted and collision is incorrect.
MeshCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
51 * Basic mesh collision shape
64 * creates a collision shape from the given TriMesh
100 * creates a jme mesh from the collision shape, only needed for debugging
  /external/jmonkeyengine/engine/src/core/com/jme3/bounding/
BoundingSphere.java 34 import com.jme3.collision.Collidable;
35 import com.jme3.collision.CollisionResult;
36 import com.jme3.collision.CollisionResults;
37 import com.jme3.collision.UnsupportedCollisionException;
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
HeightfieldCollisionShape.java 6 package com.jme3.bullet.collision.shapes;
20 * Uses Bullet Physics Heightfield terrain collision system. This is MUCH faster
24 * -The collision bbox must be centered around 0,0,0 with the height above and below the y-axis being
25 * equal on either side. If not, the whole collision box is shifted vertically and things don't collide
69 // we need to center the terrain collision box at 0,0,0 for BulletPhysics. And to do that we need to set the
70 // min and max height to be equal on either side of the y axis, otherwise it gets shifted and collision is incorrect.
  /external/jmonkeyengine/engine/src/tools/jme3tools/optimize/
Octree.java 37 import com.jme3.collision.CollisionResults;
Octnode.java 36 import com.jme3.collision.CollisionResult;
37 import com.jme3.collision.CollisionResults;
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
Geometry.java 36 import com.jme3.collision.Collidable;
37 import com.jme3.collision.CollisionResults;
445 // NOTE: BIHTree in mesh already checks collision with the
Node.java 36 import com.jme3.collision.Collidable;
37 import com.jme3.collision.CollisionResults;
  /external/jmonkeyengine/engine/src/test/jme3test/post/
TestDepthOfField.java 4 import com.jme3.collision.CollisionResult;
5 import com.jme3.collision.CollisionResults;
  /frameworks/native/libs/utils/tests/
BasicHashtable_test.cpp 108 bool* collision, bool* present, hash_t* hash) {
110 *collision = cookie & BasicHashtable<TKey, TEntry>::Bucket::COLLISION;
162 bool collision, present; local
164 BasicHashtableTest::cookieAt(h, i, &collision, &present, &hash);
168 ALOGD(" [%3u] = collision=%d, present=%d, hash=0x%08x, key=%3d, value=%3d, "
170 i, collision, present, hash, key, value, hash_type(key));
172 ALOGD(" [%3u] = collision=%d, present=%d",
173 i, collision, present);
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/
PhysicsSpace.java 36 import com.jme3.bullet.collision.*;
37 import com.jme3.bullet.collision.shapes.CollisionShape;
175 // //register filter callback for tick / collision
178 // //register filter callback for collision groups
227 // assert (bp.clientObject instanceof com.bulletphysics.collision.dispatch.CollisionObject && bp.clientObject instanceof com.bulletphysics.collision.dispatch.CollisionObject);
228 // com.bulletphysics.collision.dispatch.CollisionObject colOb = (com.bulletphysics.collision.dispatch.CollisionObject) bp.clientObject;
229 // com.bulletphysics.collision.dispatch.CollisionObject colOb1 = (com.bulletphysics.collision.dispatch.CollisionObject) bp1.clientObject
    [all...]
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/
PhysicsVehicle.java 34 import com.bulletphysics.collision.dispatch.CollisionObject;
37 import com.jme3.bullet.collision.shapes.CollisionShape;
61 * The collision detection of the wheels is approximated by ray casts,
  /external/jmonkeyengine/engine/src/test/jme3test/terrain/
TerrainGridAlphaMapTest.java 8 import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
9 import com.jme3.bullet.collision.shapes.HeightfieldCollisionShape;
  /external/v8/test/mjsunit/compiler/
literals.js 92 // Ensure hash-map collision if using value as hash.

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