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  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/collision/
PhysicsCollisionListener.java 32 package com.jme3.bullet.collision;
35 * Interface for Objects that want to be informed about collision events in the physics space
41 * Called when a collision happened in the PhysicsSpace, <i>called from render thread</i>.<br/>
45 public void collision(PhysicsCollisionEvent event); method in interface:PhysicsCollisionListener
PhysicsCollisionGroupListener.java 6 package com.jme3.bullet.collision;
16 * This is only called when the collision will happen based on the collisionGroup and collideWithGroups
21 * @return true if the collision should happen, false otherwise
RagdollCollisionListener.java 5 package com.jme3.bullet.collision;
  /external/jmonkeyengine/engine/src/core/com/jme3/collision/
Collidable.java 33 package com.jme3.collision;
38 * they support collision detection between other objects that are also
46 * Check collision with another Collidable.
48 * @param other The object to check collision against
MotionAllowedListener.java 33 package com.jme3.collision;
UnsupportedCollisionException.java 33 package com.jme3.collision;
36 * Thrown by {@link Collidable} when the requested collision query could not
  /external/jmonkeyengine/engine/src/core/com/jme3/math/
AbstractTriangle.java 35 import com.jme3.collision.Collidable;
36 import com.jme3.collision.CollisionResults;
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
CollisionData.java 36 import com.jme3.collision.Collidable;
37 import com.jme3.collision.CollisionResults;
43 * do triangle-accurate collision with bounding volumes and rays.
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/
PhysicsCollisionEventFactory.java 32 package com.jme3.bullet.collision;
34 import com.bulletphysics.collision.narrowphase.ManifoldPoint;
PhysicsRayTestResult.java 32 package com.jme3.bullet.collision;
PhysicsSweepTestResult.java 32 package com.jme3.bullet.collision;
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/
PhysicsRayTestResult.java 32 package com.jme3.bullet.collision;
PhysicsCollisionEventFactory.java 32 package com.jme3.bullet.collision;
PhysicsSweepTestResult.java 32 package com.jme3.bullet.collision;
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
CollisionShape.java 32 package com.jme3.bullet.collision.shapes;
47 protected com.bulletphysics.collision.shapes.CollisionShape cShape;
71 public com.bulletphysics.collision.shapes.CollisionShape getCShape() {
78 public void setCShape(com.bulletphysics.collision.shapes.CollisionShape cShape) {
CapsuleCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
34 import com.bulletphysics.collision.shapes.CapsuleShape;
35 import com.bulletphysics.collision.shapes.CapsuleShapeX;
36 import com.bulletphysics.collision.shapes.CapsuleShapeZ;
45 * Basic capsule collision shape
ConeCollisionShape.java 5 package com.jme3.bullet.collision.shapes;
7 import com.bulletphysics.collision.shapes.ConeShape;
8 import com.bulletphysics.collision.shapes.ConeShapeX;
9 import com.bulletphysics.collision.shapes.ConeShapeZ;
CylinderCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
34 import com.bulletphysics.collision.shapes.CylinderShape;
35 import com.bulletphysics.collision.shapes.CylinderShapeX;
36 import com.bulletphysics.collision.shapes.CylinderShapeZ;
46 * Basic cylinder collision shape
MeshCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
34 import com.bulletphysics.collision.shapes.BvhTriangleMeshShape;
35 import com.bulletphysics.collision.shapes.IndexedMesh;
36 import com.bulletphysics.collision.shapes.TriangleIndexVertexArray;
48 * Basic mesh collision shape
61 * creates a collision shape from the given TriMesh
81 * creates a jme mesh from the collision shape, only needed for debugging
BoxCollisionShape.java 32 package com.jme3.bullet.collision.shapes;
34 import com.bulletphysics.collision.shapes.BoxShape;
44 * Basic box collision shape
55 * creates a collision box from the given halfExtents
  /external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/picking/
TerrainPicker.java 35 import com.jme3.collision.CollisionResults;
  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
TestCollisionListener.java 38 import com.jme3.bullet.collision.PhysicsCollisionEvent;
39 import com.jme3.bullet.collision.PhysicsCollisionListener;
40 import com.jme3.bullet.collision.shapes.SphereCollisionShape;
72 // add ourselves as collision listener
90 public void collision(PhysicsCollisionEvent event) { method in class:TestCollisionListener
  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/collision/shapes/infos/
ChildCollisionShape.java 5 package com.jme3.bullet.collision.shapes.infos;
7 import com.jme3.bullet.collision.shapes.BoxCollisionShape;
8 import com.jme3.bullet.collision.shapes.CollisionShape;
  /external/replicaisland/src/com/replica/replicaisland/
DynamicCollisionComponent.java 21 * A component to include dynamic collision volumes (such as those produced every frame from
22 * animating sprites) in the dynamic collision world. Given a set of "attack" volumes and
25 * it to the dynamic collision system. Including this component in a game object will allow it to
52 GameObjectCollisionSystem collision = sSystemRegistry.gameObjectCollisionSystem; local
53 if (collision != null && mBoundingVolume.getRadius() > 0.0f) {
54 collision.registerForCollisions((GameObject)parent, mHitReactionComponent, mBoundingVolume,
SimpleCollisionComponent.java 19 // Simple collision detection component for objects not requiring complex collision (projectiles, etc)
55 final CollisionSystem collision = sSystemRegistry.collisionSystem; local
56 if (collision != null) {
57 final boolean hit = collision.castRay(mPreviousPosition, mCurrentPosition,

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