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Searched
refs:collision
(Results
51 - 75
of
155
) sorted by null
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/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/
PhysicsSpace.java
38
import com.bulletphysics.
collision
.broadphase.*;
39
import com.bulletphysics.
collision
.dispatch.CollisionWorld.LocalConvexResult;
40
import com.bulletphysics.
collision
.dispatch.CollisionWorld.LocalRayResult;
41
import com.bulletphysics.
collision
.dispatch.*;
42
import com.bulletphysics.
collision
.narrowphase.ManifoldPoint;
43
import com.bulletphysics.
collision
.shapes.ConvexShape;
53
import com.jme3.bullet.
collision
.*;
54
import com.jme3.bullet.
collision
.shapes.CollisionShape;
189
//register filter callback for tick /
collision
192
//register filter callback for
collision
group
[
all
...]
/external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/shapes/
BoxCollisionShape.java
32
package com.jme3.bullet.
collision
.shapes;
44
* Basic box
collision
shape
55
* creates a
collision
box from the given halfExtents
CollisionShape.java
32
package com.jme3.bullet.
collision
.shapes;
CylinderCollisionShape.java
32
package com.jme3.bullet.
collision
.shapes;
44
* Basic cylinder
collision
shape
PlaneCollisionShape.java
6
package com.jme3.bullet.
collision
.shapes;
29
* Creates a plane
Collision
shape
SphereCollisionShape.java
32
package com.jme3.bullet.
collision
.shapes;
43
* Basic sphere
collision
shape
CompoundCollisionShape.java
32
package com.jme3.bullet.
collision
.shapes;
34
import com.jme3.bullet.
collision
.shapes.infos.ChildCollisionShape;
CapsuleCollisionShape.java
32
package com.jme3.bullet.
collision
.shapes;
43
* Basic capsule
collision
shape
ConeCollisionShape.java
5
package com.jme3.bullet.
collision
.shapes;
HullCollisionShape.java
1
package com.jme3.bullet.
collision
.shapes;
/external/jmonkeyengine/engine/src/core/com/jme3/collision/
CollisionResults.java
33
package com.jme3.
collision
;
41
*
collision
detection operation done by {@link Collidable}.
51
* Clears all
collision
results added to this list
58
* Iterator for iterating over the
collision
results.
CollisionResult.java
33
package com.jme3.
collision
;
41
* A <code>CollisionResult</code> represents a single
collision
instance
42
* between two {@link Collidable}. A
collision
check can result in many
43
*
collision
instances (places where
collision
has occured).
/external/jmonkeyengine/engine/src/test/jme3test/collision/
TestRayCasting.java
33
package jme3test.
collision
;
/external/jmonkeyengine/engine/src/test/jme3test/bullet/
TestAttachGhostObject.java
37
import com.jme3.bullet.
collision
.shapes.BoxCollisionShape;
38
import com.jme3.bullet.
collision
.shapes.SphereCollisionShape;
TestBoneRagdoll.java
39
import com.jme3.bullet.
collision
.PhysicsCollisionEvent;
40
import com.jme3.bullet.
collision
.PhysicsCollisionObject;
41
import com.jme3.bullet.
collision
.RagdollCollisionListener;
42
import com.jme3.bullet.
collision
.shapes.SphereCollisionShape;
TestAttachDriver.java
39
import com.jme3.bullet.
collision
.shapes.BoxCollisionShape;
40
import com.jme3.bullet.
collision
.shapes.CompoundCollisionShape;
41
import com.jme3.bullet.
collision
.shapes.MeshCollisionShape;
/external/jmonkeyengine/engine/src/test/jme3test/helloworld/
HelloCollision.java
38
import com.jme3.bullet.
collision
.shapes.CapsuleCollisionShape;
39
import com.jme3.bullet.
collision
.shapes.CollisionShape;
55
* This
collision
code uses Physics and a custom Action Listener.
90
// We set up
collision
detection for the scene by creating a
91
// compound
collision
shape and a static RigidBodyControl with mass zero.
97
// We set up
collision
detection for the player by creating
98
// a capsule
collision
shape and a CharacterControl.
/external/jmonkeyengine/engine/src/core/com/jme3/collision/bih/
BIHTriangle.java
33
package com.jme3.
collision
.bih;
/external/jmonkeyengine/engine/src/core/com/jme3/math/
Ray.java
35
import com.jme3.
collision
.Collidable;
36
import com.jme3.
collision
.CollisionResult;
37
import com.jme3.
collision
.CollisionResults;
38
import com.jme3.
collision
.UnsupportedCollisionException;
115
* storage vector to save the
collision
point in (if the ray
135
* storage vector to save the
collision
point in (if the ray
153
* storage vector to save the
collision
point in (if the ray
175
* storage vector to save the
collision
point in (if the ray
353
* storage vector to save the
collision
point in (if the ray
/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/lodcalc/util/
EntropyComputeUtil.java
4
import com.jme3.
collision
.CollisionResults;
37
// Prepare
collision
results
46
// Recalculate
collision
mesh
/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/
RigidBodyControl.java
8
import com.jme3.bullet.
collision
.shapes.BoxCollisionShape;
9
import com.jme3.bullet.
collision
.shapes.CollisionShape;
10
import com.jme3.bullet.
collision
.shapes.SphereCollisionShape;
47
* @param mass When not 0, a HullCollisionShape is generated, otherwise a MeshCollisionShape is used. For geometries with box or sphere meshes the proper box or sphere
collision
shape is used.
54
* Creates a new PhysicsNode with the supplied
collision
shape and mass 1
/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/objects/
PhysicsRigidBody.java
34
import com.bulletphysics.
collision
.dispatch.CollisionFlags;
39
import com.jme3.bullet.
collision
.PhysicsCollisionObject;
40
import com.jme3.bullet.
collision
.shapes.CollisionShape;
41
import com.jme3.bullet.
collision
.shapes.MeshCollisionShape;
84
* Creates a new PhysicsRigidBody with the supplied
collision
shape
104
throw new IllegalStateException("Dynamic rigidbody can not have mesh
collision
shape!");
273
rBody.setActivationState(com.bulletphysics.
collision
.dispatch.CollisionObject.DISABLE_DEACTIVATION);
276
rBody.setActivationState(com.bulletphysics.
collision
.dispatch.CollisionObject.ACTIVE_TAG);
320
throw new IllegalStateException("Dynamic rigidbody can not have mesh
collision
shape!");
523
throw new IllegalStateException("Dynamic rigidbody can not have mesh
collision
shape!")
[
all
...]
/development/samples/Snake/src/com/example/android/snake/
SnakeView.java
388
boolean
collision
= false;
392
collision
= true;
395
// if we're here and there's been no
collision
, then we have
398
found = !
collision
;
482
//
Collision
detection
/external/jmonkeyengine/engine/src/blender/com/jme3/asset/
BlenderKey.java
35
import com.jme3.
collision
.Collidable;
36
import com.jme3.
collision
.CollisionResults;
37
import com.jme3.
collision
.UnsupportedCollisionException;
/system/core/libutils/
BasicHashtable.cpp
129
if (!(bucket.cookie & Bucket::
COLLISION
)) {
146
if (!(bucket.cookie & Bucket::
COLLISION
)) {
166
bucket->cookie |= Bucket::
COLLISION
;
172
uint32_t
collision
= bucket->cookie & Bucket::
COLLISION
;
local
173
if (!
collision
) {
181
bucket->cookie =
collision
| Bucket::PRESENT | hash;
193
if (!(bucket.cookie & Bucket::
COLLISION
)) {
223
toBucket->cookie |= Bucket::
COLLISION
;
Completed in 853 milliseconds
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