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  /external/replicaisland/src/com/replica/replicaisland/
AnimationFrame.java 20 * A single animation frame. Frames contain a texture, a hold time, and collision volumes to
22 * other objects in the game world by associating collision information with particular animation
23 * frames. Note that an animation frame may have a null texture and null collision volumes. Null
24 * collision volumes will exclude that frame from collision detection and a null texture will
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,
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
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  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/collision/
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;
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
  /external/clang/test/CodeGen/
2002-02-13-TypeVarNameCollision.c 3 /* This testcase causes a symbol table collision. Type names and variable
  /external/llvm/test/TableGen/
TemplateArgRename.td 4 // Make sure there is no collision between XX and XX.
  /external/chromium/chrome/browser/chromeos/
view_ids.h 14 // collision.
  /external/chromium_org/tools/gyp/test/same-gyp-name/
gyptest-library.py 9 uid collision in the resulting generated xcode file.
  /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
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
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;
PlaneCollisionShape.java 6 package com.jme3.bullet.collision.shapes;
8 import com.bulletphysics.collision.shapes.StaticPlaneShape;
28 * Creates a plane Collision shape
HeightfieldCollisionShape.java 6 package com.jme3.bullet.collision.shapes;
20 * Uses Bullet Physics Heightfield terrain collision system. This is MUCH faster
24 * -The collision bbox must be centered around 0,0,0 with the height above and below the y-axis being
25 * equal on either side. If not, the whole collision box is shifted vertically and things don't collide
69 // we need to center the terrain collision box at 0,0,0 for BulletPhysics. And to do that we need to set the
70 // min and max height to be equal on either side of the y axis, otherwise it gets shifted and collision is incorrect.
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/llvm/test/Assembler/
2002-03-08-NameCollision2.ll 3 ; Another name collision problem. Here the problem was that if a forward
  /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/chromium_org/third_party/WebKit/PerformanceTests/Animation/
balls-transition-10-properties.html 136 var collision = collisionA.dt < collisionB.dt ? collisionA : collisionB;
137 domNode.style.webkitTransitionDuration = collision.dt + 's, ' + collision.dt + 's';
138 domNode.style.left = collision.x + 'px';
139 domNode.style.top = collision.y + 'px';
140 x = collision.x;
141 y = collision.y;
142 dx = collision.dx;
143 dy = collision.dy;
144 setTimeout(move, collision.dt * 1000)
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balls-transition-20-properties.html 136 var collision = collisionA.dt < collisionB.dt ? collisionA : collisionB;
137 domNode.style.webkitTransitionDuration = collision.dt + 's, ' + collision.dt + 's';
138 domNode.style.left = collision.x + 'px';
139 domNode.style.top = collision.y + 'px';
140 x = collision.x;
141 y = collision.y;
142 dx = collision.dx;
143 dy = collision.dy;
144 setTimeout(move, collision.dt * 1000)
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balls-transition-40-properties.html 136 var collision = collisionA.dt < collisionB.dt ? collisionA : collisionB;
137 domNode.style.webkitTransitionDuration = collision.dt + 's, ' + collision.dt + 's';
138 domNode.style.left = collision.x + 'px';
139 domNode.style.top = collision.y + 'px';
140 x = collision.x;
141 y = collision.y;
142 dx = collision.dx;
143 dy = collision.dy;
144 setTimeout(move, collision.dt * 1000)
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balls-transition-all.html 136 var collision = collisionA.dt < collisionB.dt ? collisionA : collisionB;
137 domNode.style.webkitTransitionDuration = collision.dt + 's, ' + collision.dt + 's';
138 domNode.style.left = collision.x + 'px';
139 domNode.style.top = collision.y + 'px';
140 x = collision.x;
141 y = collision.y;
142 dx = collision.dx;
143 dy = collision.dy;
144 setTimeout(move, collision.dt * 1000)
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balls-transitions.html 136 var collision = collisionA.dt < collisionB.dt ? collisionA : collisionB;
137 domNode.style.webkitTransitionDuration = collision.dt + 's, ' + collision.dt + 's';
138 domNode.style.left = collision.x + 'px';
139 domNode.style.top = collision.y + 'px';
140 x = collision.x;
141 y = collision.y;
142 dx = collision.dx;
143 dy = collision.dy;
144 setTimeout(move, collision.dt * 1000)
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  /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/test/jme3test/bullet/
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

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