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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.collisionSystem; local
329 CollisionSystem collision = sSystemRegistry.collisionSystem; local
364 CollisionSystem collision = sSystemRegistry.collisionSystem; 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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