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  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/shapes/
HullCollisionShape.java 1 package com.jme3.bullet.collision.shapes;
SimplexCollisionShape.java 5 package com.jme3.bullet.collision.shapes;
  /external/jmonkeyengine/engine/src/core/com/jme3/bounding/
BoundingVolume.java 35 import com.jme3.collision.Collidable;
  /external/jmonkeyengine/engine/src/core/com/jme3/collision/bih/
BIHNode.java 32 package com.jme3.collision.bih;
35 import com.jme3.collision.Collidable;
36 import com.jme3.collision.CollisionResult;
37 import com.jme3.collision.CollisionResults;
316 // Fixes rotation collision bug
BIHTree.java 32 package com.jme3.collision.bih;
37 import com.jme3.collision.Collidable;
38 import com.jme3.collision.CollisionResults;
39 import com.jme3.collision.UnsupportedCollisionException;
  /external/jmonkeyengine/engine/src/core/com/jme3/util/
TempVars.java 34 import com.jme3.collision.bih.BIHNode.BIHStackData;
204 * BoundingBox ray collision
  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
TestLocalPhysics.java 37 import com.jme3.bullet.collision.shapes.*;
71 // Add a physics sphere to the world using the collision shape from sphere one
TestPhysicsHingeJoint.java 38 import com.jme3.bullet.collision.shapes.BoxCollisionShape;
TestSimplePhysics.java 37 import com.jme3.bullet.collision.shapes.*;
70 // Add a physics sphere to the world using the collision shape from sphere one
PhysicsTestHelper.java 11 import com.jme3.bullet.collision.shapes.CollisionShape;
12 import com.jme3.bullet.collision.shapes.MeshCollisionShape;
65 //RigidBodyControl automatically uses box collision shapes when attached to single geometry with box mesh
71 //immovable sphere with mesh collision shape
107 //RigidBodyControl automatically uses Sphere collision shapes when attached to single geometry with sphere mesh
114 //immovable Box with mesh collision shape
136 //RigidBodyControl automatically uses box collision shapes when attached to single geometry with box mesh
152 //RigidBodyControl automatically uses sphere collision shapes when attached to single geometry with sphere mesh
TestBrickWall.java 38 import com.jme3.bullet.collision.shapes.BoxCollisionShape;
39 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
192 //for geometry with sphere mesh the physics system automatically uses a sphere collision shape
TestPhysicsCar.java 38 import com.jme3.bullet.collision.shapes.BoxCollisionShape;
39 import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
TestWalkingChar.java 41 import com.jme3.bullet.collision.PhysicsCollisionEvent;
42 import com.jme3.bullet.collision.PhysicsCollisionListener;
43 import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
44 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
408 public void collision(PhysicsCollisionEvent event) { method in class:TestWalkingChar
  /external/jmonkeyengine/engine/src/test/jme3test/terrain/
TerrainTestCollision.java 34 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
38 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
40 import com.jme3.collision.CollisionResult;
41 import com.jme3.collision.CollisionResults;
69 * Creates a terrain object and a collision node to go with it. Then
148 * Create PhysicsRigidBodyControl for collision
TerrainGridSerializationTest.java 8 import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
9 import com.jme3.bullet.collision.shapes.HeightfieldCollisionShape;
TerrainGridTest.java 8 import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
9 import com.jme3.bullet.collision.shapes.HeightfieldCollisionShape;
TerrainGridTileLoaderTest.java 8 import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
9 import com.jme3.bullet.collision.shapes.HeightfieldCollisionShape;
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/
PhysicsCollisionObject.java 32 package com.jme3.bullet.collision;
35 import com.jme3.bullet.collision.shapes.CollisionShape;
52 * Base class for collision objects (PhysicsRigidBody, PhysicsGhostObject)
89 * not be in the physics space when adding a new collision shape as it is rebuilt
107 * Returns the collision group for this collision shape
115 * Sets the collision group number for this physics object. <br>
154 * Directly set the bitmask for collision groups that this object collides with.
165 * Gets the bitmask of collision groups that this object collides with.
178 * Creates a visual debug shape of the current collision shape of this physics object<br/
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  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/objects/
PhysicsCharacter.java 34 import com.jme3.bullet.collision.PhysicsCollisionObject;
35 import com.jme3.bullet.collision.shapes.CollisionShape;
72 // throw (new UnsupportedOperationException("Kinematic character nodes cannot have mesh or compound collision shapes"));
203 // throw (new UnsupportedOperationException("Kinematic character nodes cannot have mesh collision shapes"));
PhysicsGhostObject.java 34 import com.jme3.bullet.collision.PhysicsCollisionObject;
35 import com.jme3.bullet.collision.shapes.CollisionShape;
55 * collision sensors/triggers, explosions etc.<br>
220 // for (com.bulletphysics.collision.dispatch.CollisionObject collObj : gObject.getOverlappingPairs()) {
  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/util/
CollisionShapeFactory.java 35 import com.jme3.bullet.collision.shapes.*;
36 import com.jme3.bullet.collision.shapes.infos.ChildCollisionShape;
138 * This type of collision shape is mesh-accurate and meant for immovable "world objects".
140 * Objects with "mesh" type collision shape will not collide with each other.
147 * This type of collision shape creates a CompoundShape made out of boxes that
157 * This type of collision shape is mesh-accurate and meant for immovable "world objects".
159 * Objects with "mesh" type collision shape will not collide with each other.<br/>
206 * This type of collision shape is mesh-accurate and meant for immovable "world objects".
208 * Objects with "mesh" type collision shape will not collide with each other.
236 * This method creates a hull collision shape for the given mesh.<br
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  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/
PhysicsCollisionObject.java 32 package com.jme3.bullet.collision;
35 import com.jme3.bullet.collision.shapes.CollisionShape;
50 * Base class for collision objects (PhysicsRigidBody, PhysicsGhostObject)
86 * not be in the physics space when adding a new collision shape as it is rebuilt
104 * Returns the collision group for this collision shape
112 * Sets the collision group number for this physics object. <br>
142 * Directly set the bitmask for collision groups that this object collides with.
150 * Gets the bitmask of collision groups that this object collides with.
158 * Creates a visual debug shape of the current collision shape of this physics object<br/
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  /external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/picking/
BresenhamTerrainPicker.java 35 import com.jme3.collision.CollisionResult;
36 import com.jme3.collision.CollisionResults;
  /external/jmonkeyengine/engine/src/test/jme3test/helloworld/
HelloPicking.java 36 import com.jme3.collision.CollisionResult;
37 import com.jme3.collision.CollisionResults;
108 System.out.println("* Collision #" + i);
113 // The closest collision point is what was truly hit:
HelloTerrainCollision.java 37 import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
38 import com.jme3.bullet.collision.shapes.CollisionShape;
59 * This demo shows a terrain with collision detection,
148 // We set up collision detection for the scene by creating a
149 // compound collision shape and a static RigidBodyControl with mass zero.*/
155 // We set up collision detection for the player by creating
156 // a capsule collision shape and a CharacterControl.

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