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  /external/jmonkeyengine/engine/src/core/com/jme3/collision/
CollisionResults.java 33 package com.jme3.collision;
41 * collision detection operation done by {@link Collidable}.
51 * Clears all collision results added to this list
58 * Iterator for iterating over the collision results.
CollisionResult.java 33 package com.jme3.collision;
41 * A <code>CollisionResult</code> represents a single collision instance
42 * between two {@link Collidable}. A collision check can result in many
43 * collision instances (places where collision has occured).
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
ConeCollisionShape.java 5 package com.jme3.bullet.collision.shapes;
7 import com.bulletphysics.collision.shapes.ConeShape;
8 import com.bulletphysics.collision.shapes.ConeShapeX;
9 import com.bulletphysics.collision.shapes.ConeShapeZ;
CylinderCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
34 import com.bulletphysics.collision.shapes.CylinderShape;
35 import com.bulletphysics.collision.shapes.CylinderShapeX;
36 import com.bulletphysics.collision.shapes.CylinderShapeZ;
46 * Basic cylinder collision shape
SimplexCollisionShape.java 5 package com.jme3.bullet.collision.shapes;
7 import com.bulletphysics.collision.shapes.BU_Simplex1to4;
CapsuleCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
34 import com.bulletphysics.collision.shapes.CapsuleShape;
35 import com.bulletphysics.collision.shapes.CapsuleShapeX;
36 import com.bulletphysics.collision.shapes.CapsuleShapeZ;
45 * Basic capsule collision shape
CollisionShape.java 32 package com.jme3.bullet.collision.shapes;
47 protected com.bulletphysics.collision.shapes.CollisionShape cShape;
71 public com.bulletphysics.collision.shapes.CollisionShape getCShape() {
78 public void setCShape(com.bulletphysics.collision.shapes.CollisionShape cShape) {
HullCollisionShape.java 1 package com.jme3.bullet.collision.shapes;
3 import com.bulletphysics.collision.shapes.ConvexHullShape;
MeshCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
34 import com.bulletphysics.collision.shapes.BvhTriangleMeshShape;
35 import com.bulletphysics.collision.shapes.IndexedMesh;
36 import com.bulletphysics.collision.shapes.TriangleIndexVertexArray;
48 * Basic mesh collision shape
61 * creates a collision shape from the given TriMesh
81 * creates a jme mesh from the collision shape, only needed for debugging
CompoundCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
34 import com.bulletphysics.collision.shapes.CompoundShape;
36 import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
TestCollisionListener.java 38 import com.jme3.bullet.collision.PhysicsCollisionEvent;
39 import com.jme3.bullet.collision.PhysicsCollisionListener;
40 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
72 // add ourselves as collision listener
90 public void collision(PhysicsCollisionEvent event) { method in class:TestCollisionListener
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/shapes/
CollisionShape.java 32 package com.jme3.bullet.collision.shapes;
CompoundCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
34 import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
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.
HullCollisionShape.java 1 package 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
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/collision/bih/
BIHTriangle.java 33 package com.jme3.collision.bih;
  /external/jmonkeyengine/engine/src/test/jme3test/collision/
TestRayCasting.java 33 package jme3test.collision;
TestTriangleCollision.java 33 package jme3test.collision;
37 import com.jme3.collision.CollisionResults;
  /external/replicaisland/src/com/replica/replicaisland/
LevelSystem.java 92 * tile layers and at most one collision layer. Each layer is used to bootstrap related systems
129 // We require a collision layer to set up the tile sizes before we load.
154 } else if (type == 1) { // collision
155 // Collision always defines the world boundaries.
160 CollisionSystem collision = sSystemRegistry.collisionSystem; local
161 if (collision != null) {
162 collision.initialize(world, mTileWidth, mTileHeight);
SolidSurfaceComponent.java 21 * background collision system every frame.
83 CollisionSystem collision = sSystemRegistry.collisionSystem; local
90 if (collision != null && surfaceCount > 0) {
127 collision.addTemporarySurface(start, end, normal, parentObject);
  /external/bluetooth/bluez/plugins/
maemo6.c 53 static gboolean collision = FALSE; variable
119 collision = mce_bt_set && adapter_powering_down(adapter);
121 if (collision)
150 if (collision) {
151 error("maemo6: powered state collision");
152 collision = FALSE;
  /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/jbullet/com/jme3/bullet/collision/
PhysicsCollisionEvent.java 32 package com.jme3.bullet.collision;
34 import com.bulletphysics.collision.narrowphase.ManifoldPoint;
41 * A CollisionEvent stores all information about a collision in the PhysicsWorld.
42 * Do not store this Object, as it will be reused after the collision() method has been called.

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