Uses of Class
com.jme3.bullet.collision.PhysicsCollisionObject
Packages that use PhysicsCollisionObject
Package
Description
central classes of the physics system
A dynamic animation control and some associated classes.
physics-based collision detection, including ray tests and sweep tests
physics controls: scene-graph controls for linking physics collision objects
to spatials
physics collision objects, including vehicles
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Uses of PhysicsCollisionObject in com.jme3.bullet
Methods in com.jme3.bullet with parameters of type PhysicsCollisionObjectModifier and TypeMethodDescriptionvoidPhysicsSpace.addCollisionObject(PhysicsCollisionObject obj) voidPhysicsSpace.removeCollisionObject(PhysicsCollisionObject obj) -
Uses of PhysicsCollisionObject in com.jme3.bullet.animation
Methods in com.jme3.bullet.animation with parameters of type PhysicsCollisionObjectModifier and TypeMethodDescriptionvoidRagdollCollisionListener.collide(PhysicsLink physicsLink, PhysicsCollisionObject object, PhysicsCollisionEvent event) Invoked when a collision involving a linked rigid body occurs. -
Uses of PhysicsCollisionObject in com.jme3.bullet.collision
Methods in com.jme3.bullet.collision that return PhysicsCollisionObjectModifier and TypeMethodDescriptionPhysicsRayTestResult.getCollisionObject()PhysicsSweepTestResult.getCollisionObject()PhysicsCollisionEvent.getObjectA()PhysicsCollisionEvent.getObjectB()Methods in com.jme3.bullet.collision with parameters of type PhysicsCollisionObjectModifier and TypeMethodDescriptionbooleanPhysicsCollisionGroupListener.collide(PhysicsCollisionObject nodeA, PhysicsCollisionObject nodeB) Invoked when two physics objects of the registered group are about to collide.voidRagdollCollisionListener.collide(com.jme3.animation.Bone bone, PhysicsCollisionObject object, PhysicsCollisionEvent event) Invoked when a collision involving a KinematicRagdollControl occurs.voidPhysicsRayTestResult.fill(PhysicsCollisionObject collisionObject, com.jme3.math.Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) voidPhysicsSweepTestResult.fill(PhysicsCollisionObject collisionObject, com.jme3.math.Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) PhysicsCollisionEventFactory.getEvent(int type, PhysicsCollisionObject source, PhysicsCollisionObject nodeB, com.bulletphysics.collision.narrowphase.ManifoldPoint cp) voidPhysicsCollisionEvent.refactor(int type, PhysicsCollisionObject source, PhysicsCollisionObject nodeB, com.bulletphysics.collision.narrowphase.ManifoldPoint cp) used by event factory, called when event reusedConstructors in com.jme3.bullet.collision with parameters of type PhysicsCollisionObjectModifierConstructorDescriptionPhysicsCollisionEvent(int type, PhysicsCollisionObject source, PhysicsCollisionObject nodeB, com.bulletphysics.collision.narrowphase.ManifoldPoint cp) PhysicsRayTestResult(PhysicsCollisionObject collisionObject, com.jme3.math.Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) PhysicsSweepTestResult(PhysicsCollisionObject collisionObject, com.jme3.math.Vector3f hitNormalLocal, float hitFraction, boolean normalInWorldSpace) -
Uses of PhysicsCollisionObject in com.jme3.bullet.control
Subclasses of PhysicsCollisionObject in com.jme3.bullet.controlModifier and TypeClassDescriptionclassYou might want to tryBetterCharacterControlas well.classA physics control to link a PhysicsGhostObject to a spatial.classA physics control to link a PhysicsRigidBody to a spatial.classA physics control to link a PhysicsVehicle to a spatial. -
Uses of PhysicsCollisionObject in com.jme3.bullet.objects
Subclasses of PhysicsCollisionObject in com.jme3.bullet.objectsModifier and TypeClassDescriptionclassBasic Bullet CharacterclassFrom Bullet manual:
GhostObject can keep track of all objects that are overlapping.classPhysicsRigidBody - Basic physics objectclassPhysicsVehicleNode - Special PhysicsNode that implements vehicle functionsMethods in com.jme3.bullet.objects that return PhysicsCollisionObjectModifier and TypeMethodDescriptionVehicleWheel.getGroundObject()returns the object this wheel is in contact with or null if no contactPhysicsGhostObject.getOverlapping(int index) Methods in com.jme3.bullet.objects that return types with arguments of type PhysicsCollisionObjectModifier and TypeMethodDescriptionPhysicsGhostObject.getOverlappingObjects()Another Object is overlapping with this GhostNode, if and if only there CollisionShapes overlaps.