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Searched
refs:collision
(Results
26 - 50
of
154
) sorted by null
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/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
PlaneCollisionShape.java
6
package com.jme3.bullet.
collision
.shapes;
8
import com.bulletphysics.
collision
.shapes.StaticPlaneShape;
28
* Creates a plane
Collision
shape
SphereCollisionShape.java
32
package com.jme3.bullet.
collision
.shapes;
34
import com.bulletphysics.
collision
.shapes.SphereShape;
43
* Basic sphere
collision
shape
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;
GImpactCollisionShape.java
32
package com.jme3.bullet.
collision
.shapes;
34
import com.bulletphysics.
collision
.shapes.IndexedMesh;
35
import com.bulletphysics.
collision
.shapes.TriangleIndexVertexArray;
48
* Basic mesh
collision
shape
62
* creates a
collision
shape from the given Mesh
83
* creates a jme mesh from the
collision
shape, only needed for debugging
HullCollisionShape.java
1
package com.jme3.bullet.
collision
.shapes;
3
import com.bulletphysics.
collision
.shapes.ConvexHullShape;
SimplexCollisionShape.java
5
package com.jme3.bullet.
collision
.shapes;
7
import com.bulletphysics.
collision
.shapes.BU_Simplex1to4;
/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/util/
DebugShapeFactory.java
34
import com.bulletphysics.
collision
.shapes.ConcaveShape;
35
import com.bulletphysics.
collision
.shapes.ConvexShape;
36
import com.bulletphysics.
collision
.shapes.ShapeHull;
37
import com.bulletphysics.
collision
.shapes.TriangleCallback;
39
import com.jme3.bullet.
collision
.shapes.CollisionShape;
40
import com.jme3.bullet.
collision
.shapes.CompoundCollisionShape;
41
import com.jme3.bullet.
collision
.shapes.infos.ChildCollisionShape;
68
* Creates a debug shape from the given
collision
shape. This is mostly used internally.<br>
/external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/util/
DebugShapeFactory.java
34
import com.jme3.bullet.
collision
.shapes.CollisionShape;
35
import com.jme3.bullet.
collision
.shapes.CompoundCollisionShape;
36
import com.jme3.bullet.
collision
.shapes.infos.ChildCollisionShape;
59
* Creates a debug shape from the given
collision
shape. This is mostly used internally.<br>
/external/jmonkeyengine/engine/src/test/jme3test/bullet/
TestCollisionGroups.java
37
import com.jme3.bullet.
collision
.PhysicsCollisionObject;
38
import com.jme3.bullet.
collision
.shapes.MeshCollisionShape;
39
import com.jme3.bullet.
collision
.shapes.SphereCollisionShape;
TestKinematicAddToPhysicsSpaceIssue.java
10
import com.jme3.bullet.
collision
.shapes.MeshCollisionShape;
11
import com.jme3.bullet.
collision
.shapes.PlaneCollisionShape;
12
import com.jme3.bullet.
collision
.shapes.SphereCollisionShape;
49
// Add a physics sphere to the world using the
collision
shape from sphere one
BombControl.java
10
import com.jme3.bullet.
collision
.PhysicsCollisionEvent;
11
import com.jme3.bullet.
collision
.PhysicsCollisionListener;
12
import com.jme3.bullet.
collision
.PhysicsCollisionObject;
13
import com.jme3.bullet.
collision
.shapes.CollisionShape;
14
import com.jme3.bullet.
collision
.shapes.SphereCollisionShape;
91
public void
collision
(PhysicsCollisionEvent event) {
method in class:BombControl
TestCcd.java
37
import com.jme3.bullet.
collision
.shapes.BoxCollisionShape;
38
import com.jme3.bullet.
collision
.shapes.MeshCollisionShape;
39
import com.jme3.bullet.
collision
.shapes.SphereCollisionShape;
TestGhostObject.java
39
import com.jme3.bullet.
collision
.shapes.BoxCollisionShape;
40
import com.jme3.bullet.
collision
.shapes.CollisionShape;
/external/replicaisland/src/com/replica/replicaisland/
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);
BackgroundCollisionComponent.java
23
* Handles
collision
against the background. Snaps colliding objects out of
collision
and reports
49
* Sets up the
collision
bounding box. This box may be a different size than the bounds of the
51
* @param width The width of the
collision
box.
52
* @param height The height of the
collision
box.
53
* @param horzOffset The offset of the
collision
box from the object's origin in the x axis.
54
* @param vertOffset The offset of the
collision
box from the object's origin in the y axis.
116
* This function is the meat of the
collision
response logic. Our
collision
detection and
119
* following algorithm is used to keep the
collision
box out of the collision world
140
CollisionSystem
collision
= sSystemRegistry.
collision
System;
local
329
CollisionSystem
collision
= sSystemRegistry.
collision
System;
local
364
CollisionSystem
collision
= sSystemRegistry.
collision
System;
local
[
all
...]
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);
/external/jmonkeyengine/engine/src/core/com/jme3/collision/bih/
TriangleAxisComparator.java
33
package com.jme3.
collision
.bih;
/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/picking/
TerrainPickData.java
35
import com.jme3.
collision
.CollisionResult;
/external/jmonkeyengine/engine/src/test/jme3test/bounding/
TestRayCollision.java
36
import com.jme3.
collision
.CollisionResults;
41
* Tests picking/
collision
between bounds and shapes.
57
System.out.println("---
Collision
#"+i+" ---");
/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/
PhysicsCharacter.java
34
import com.bulletphysics.
collision
.dispatch.CollisionFlags;
35
import com.bulletphysics.
collision
.dispatch.PairCachingGhostObject;
36
import com.bulletphysics.
collision
.shapes.ConvexShape;
39
import com.jme3.bullet.
collision
.PhysicsCollisionObject;
40
import com.jme3.bullet.
collision
.shapes.CollisionShape;
81
throw (new UnsupportedOperationException("Kinematic character nodes cannot have mesh
collision
shapes"));
183
throw (new UnsupportedOperationException("Kinematic character nodes cannot have mesh
collision
shapes"));
PhysicsGhostObject.java
34
import com.bulletphysics.
collision
.dispatch.CollisionFlags;
35
import com.bulletphysics.
collision
.dispatch.PairCachingGhostObject;
37
import com.jme3.bullet.
collision
.PhysicsCollisionObject;
38
import com.jme3.bullet.
collision
.shapes.CollisionShape;
57
*
collision
sensors/triggers, explosions etc.<br>
221
for (com.bulletphysics.
collision
.dispatch.CollisionObject collObj : gObject.getOverlappingPairs()) {
/external/jmonkeyengine/engine/src/test/jme3test/collision/
TestMousePick.java
33
package jme3test.
collision
;
36
import com.jme3.
collision
.CollisionResult;
37
import com.jme3.
collision
.CollisionResults;
91
// System.out.println("*
Collision
#" + i);
RayTrace.java
33
package jme3test.
collision
;
35
import com.jme3.
collision
.CollisionResults;
TestTriangleCollision.java
33
package jme3test.
collision
;
37
import com.jme3.
collision
.CollisionResults;
/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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