/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
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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,
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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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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 [all...] |
/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
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RagdollCollisionListener.java | 5 package com.jme3.bullet.collision;
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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
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/external/clang/test/CodeGen/ |
2002-02-13-TypeVarNameCollision.c | 3 /* This testcase causes a symbol table collision. Type names and variable
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/external/llvm/test/TableGen/ |
TemplateArgRename.td | 4 // Make sure there is no collision between XX and XX.
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/external/chromium/chrome/browser/chromeos/ |
view_ids.h | 14 // collision.
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/external/chromium_org/tools/gyp/test/same-gyp-name/ |
gyptest-library.py | 9 uid collision in the resulting generated xcode file.
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/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
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/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;
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PlaneCollisionShape.java | 6 package com.jme3.bullet.collision.shapes; 8 import com.bulletphysics.collision.shapes.StaticPlaneShape; 28 * Creates a plane Collision shape
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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.
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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
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/external/llvm/test/Assembler/ |
2002-03-08-NameCollision2.ll | 3 ; Another name collision problem. Here the problem was that if a forward
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/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;
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/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) [all...] |
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) [all...] |
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) [all...] |
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) [all...] |
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) [all...] |
/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.
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/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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