/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);
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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;
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CharacterControl.java | 8 import com.jme3.bullet.collision.shapes.CollisionShape;
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/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!");
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/external/jmonkeyengine/engine/src/test/jme3test/bullet/ |
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;
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TestPhysicsReadWrite.java | 39 import com.jme3.bullet.collision.shapes.*; 82 // Add a physics sphere to the world using the collision shape from sphere one
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TestQ3.java | 40 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
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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/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
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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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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/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;
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/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.
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/external/jmonkeyengine/engine/src/tools/jme3tools/optimize/ |
Octree.java | 37 import com.jme3.collision.CollisionResults;
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Octnode.java | 36 import com.jme3.collision.CollisionResult; 37 import com.jme3.collision.CollisionResults;
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/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
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Node.java | 36 import com.jme3.collision.Collidable; 37 import com.jme3.collision.CollisionResults;
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/external/jmonkeyengine/engine/src/test/jme3test/post/ |
TestDepthOfField.java | 4 import com.jme3.collision.CollisionResult; 5 import com.jme3.collision.CollisionResults;
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/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);
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/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,
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/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;
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/external/v8/test/mjsunit/compiler/ |
literals.js | 92 // Ensure hash-map collision if using value as hash.
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