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Searched
refs:collision
(Results
76 - 100
of
154
) sorted by null
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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/
[
all
...]
/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
[
all
...]
/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/
[
all
...]
/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.
Completed in 430 milliseconds
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