Uses of Class
com.jme3.bullet.collision.PhysicsCollisionObject

Packages that use PhysicsCollisionObject
com.jme3.bullet   
com.jme3.bullet.collision   
com.jme3.bullet.control   
com.jme3.bullet.objects   
 

Uses of PhysicsCollisionObject in com.jme3.bullet
 

Methods in com.jme3.bullet with parameters of type PhysicsCollisionObject
 void PhysicsSpace.addCollisionObject(PhysicsCollisionObject obj)
           
 void PhysicsSpace.removeCollisionObject(PhysicsCollisionObject obj)
           
 

Uses of PhysicsCollisionObject in com.jme3.bullet.collision
 

Methods in com.jme3.bullet.collision that return PhysicsCollisionObject
 PhysicsCollisionObject PhysicsRayTestResult.getCollisionObject()
           
 PhysicsCollisionObject PhysicsSweepTestResult.getCollisionObject()
           
 PhysicsCollisionObject PhysicsCollisionEvent.getObjectA()
           
 PhysicsCollisionObject PhysicsCollisionEvent.getObjectB()
           
 

Methods in com.jme3.bullet.collision with parameters of type PhysicsCollisionObject
 void RagdollCollisionListener.collide(Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event)
           
 boolean PhysicsCollisionGroupListener.collide(PhysicsCollisionObject nodeA, PhysicsCollisionObject nodeB)
          Called when two physics objects of the registered group are about to collide, called from physics thread.
This is only called when the collision will happen based on the collisionGroup and collideWithGroups settings in the PhysicsCollisionObject.
 void PhysicsSweepTestResult.fill(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace)
           
 PhysicsCollisionEvent PhysicsCollisionEventFactory.getEvent(int type, PhysicsCollisionObject source, PhysicsCollisionObject nodeB, long manifoldPointObjectId)
           
 void PhysicsCollisionEvent.refactor(int type, PhysicsCollisionObject source, PhysicsCollisionObject nodeB, long manifoldPointObjectId)
          used by event factory, called when event reused
 

Constructors in com.jme3.bullet.collision with parameters of type PhysicsCollisionObject
PhysicsCollisionEvent(int type, PhysicsCollisionObject nodeA, PhysicsCollisionObject nodeB, long manifoldPointObjectId)
           
PhysicsSweepTestResult(PhysicsCollisionObject collisionObject, Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace)
           
 

Uses of PhysicsCollisionObject in com.jme3.bullet.control
 

Subclasses of PhysicsCollisionObject in com.jme3.bullet.control
 class CharacterControl
           
 class GhostControl
          A GhostControl moves with the spatial it is attached to and can be used to check overlaps with other physics objects (e.g.
 class RigidBodyControl
           
 class VehicleControl
           
 

Uses of PhysicsCollisionObject in com.jme3.bullet.objects
 

Subclasses of PhysicsCollisionObject in com.jme3.bullet.objects
 class PhysicsCharacter
          Basic Bullet Character
 class PhysicsGhostObject
          From Bullet manual:
GhostObject can keep track of all objects that are overlapping.
 class PhysicsRigidBody
          PhysicsRigidBody - Basic physics object
 class PhysicsVehicle
          PhysicsVehicleNode - Special PhysicsNode that implements vehicle functions
 

Methods in com.jme3.bullet.objects that return PhysicsCollisionObject
 PhysicsCollisionObject VehicleWheel.getGroundObject()
          returns the object this wheel is in contact with or null if no contact
 PhysicsCollisionObject PhysicsGhostObject.getOverlapping(int index)
           
 

Methods in com.jme3.bullet.objects that return types with arguments of type PhysicsCollisionObject
 java.util.List<PhysicsCollisionObject> PhysicsGhostObject.getOverlappingObjects()
          Another Object is overlapping with this GhostNode, if and if only there CollisionShapes overlaps.