|
||||||||||
PREV NEXT | FRAMES NO FRAMES |
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. |
|
||||||||||
PREV NEXT | FRAMES NO FRAMES |