/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.
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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).
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/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;
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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
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SimplexCollisionShape.java | 5 package com.jme3.bullet.collision.shapes; 7 import com.bulletphysics.collision.shapes.BU_Simplex1to4;
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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
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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) {
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HullCollisionShape.java | 1 package com.jme3.bullet.collision.shapes; 3 import com.bulletphysics.collision.shapes.ConvexHullShape;
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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
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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;
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/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
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/external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/shapes/ |
CollisionShape.java | 32 package com.jme3.bullet.collision.shapes;
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CompoundCollisionShape.java | 32 package com.jme3.bullet.collision.shapes; 34 import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
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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.
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HullCollisionShape.java | 1 package com.jme3.bullet.collision.shapes;
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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
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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
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/external/jmonkeyengine/engine/src/core/com/jme3/collision/bih/ |
BIHTriangle.java | 33 package com.jme3.collision.bih;
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/external/jmonkeyengine/engine/src/test/jme3test/collision/ |
TestRayCasting.java | 33 package jme3test.collision;
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TestTriangleCollision.java | 33 package jme3test.collision; 37 import com.jme3.collision.CollisionResults;
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/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);
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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);
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/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;
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/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.
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/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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