All Classes and Interfaces
Class
Description
Manage the life cycle of a physics object linked to a spatial in a scene
graph.
The abstract base class for physics-debug controls (such as
BulletRigidBodyDebugControl) used to visualize individual collision objects
and joints.
Intended to replace the CharacterControl class.
Link an animated bone in a skeleton to a jointed rigid body in a ragdoll.
Basic box collision shape
An app state to manage a single Bullet physics space.
Enumerate threading modes.
A physics-debug control used to visualize a PhysicsCharacter.
An app state to manage a debug visualization of a physics space.
Interface to restrict which physics objects are visualized.
A physics-debug control used to visualize a PhysicsGhostObject.
A physics-debug control used to visualize a PhysicsJoint.
A physics-debug control used to visualize a PhysicsRigidBody.
A physics-debug control used to visualize a PhysicsVehicle.
Basic capsule collision shape
You might want to try
BetterCharacterControl as well.An element of a CompoundCollisionShape, consisting of a (non-compound) child
shape, offset and rotated with respect to its parent.
This Object holds information about a jbullet CollisionShape to be able to reuse
CollisionShapes (as suggested in bullet manuals)
TODO: add static methods to create shapes from nodes (like jbullet-jme constructor)
A utility class for generating collision shapes from Spatials.
A CompoundCollisionShape allows combining multiple base shapes
to generate a more sophisticated shape.
Cone collision shape represents a 3D cone with a radius, height, and axis (X, Y or Z).
From bullet manual:
To create ragdolls, the cone twist constraint is very useful for limbs like the upper arm.
To create ragdolls, the cone twist constraint is very useful for limbs like the upper arm.
Nice convenience methods for conversion between javax.vecmath and com.jme3.math
Objects, also some jme to jbullet mesh conversion.
Basic cylinder collision shape
Configure a DynamicAnimControl and access its configuration.
Access a DynamicAnimControl at the PhysicsLink level once it's been added to
a Spatial.
Debugging aids.
Before adding this control to a spatial, configure it by invoking
DacConfiguration.link(java.lang.String, float, com.jme3.bullet.animation.RangeOfMotion)
for each bone that should have its own rigid body.A physics control to link a PhysicsGhostObject to a spatial.
Basic mesh collision shape
Uses Bullet Physics Heightfield terrain collision system.
From bullet manual:
Hinge constraint, or revolute joint restricts two additional angular degrees of freedom, so the body can only rotate around one axis, the hinge axis.
Hinge constraint, or revolute joint restricts two additional angular degrees of freedom, so the body can only rotate around one axis, the hinge axis.
Example ragdoll presets for a typical humanoid skeleton.
Deprecated.
Enumerate joint-control modes for this control.
Enumerate submodes for a link in kinematic mode.
Basic mesh collision shape
Basic Bullet Character
A CollisionEvent stores all information about a collision in the PhysicsWorld.
Interface to receive notifications whenever an object in a particular
collision group is about to collide.
Interface to receive notifications whenever an object in a particular physics
space collides.
Base class for collision objects (PhysicsRigidBody, PhysicsGhostObject)
An interface for a scene-graph control that links a physics object to a
Spatial.
From Bullet manual:
GhostObject can keep track of all objects that are overlapping.
GhostObject can keep track of all objects that are overlapping.
PhysicsJoint - Basic Physics Joint
The abstract base class used by DynamicAnimControl to link pieces of a JME
model to their corresponding collision objects in a ragdoll.
Contains the results of a PhysicsSpace rayTest.
PhysicsRigidBody - Basic physics object
PhysicsSpace - The central jbullet-jme physics space
interface with Broadphase types
Contains the results of a PhysicsSpace rayTest
Callback interface from the physics thread, used to clear/apply forces.
PhysicsVehicleNode - Special PhysicsNode that implements vehicle functions
From bullet manual:
Point to point constraint, also known as ball socket joint limits the translation so that the local pivot points of 2 rigid bodies match in worldspace.
Point to point constraint, also known as ball socket joint limits the translation so that the local pivot points of 2 rigid bodies match in worldspace.
Interface to receive notifications whenever a linked rigid body in a
DynamicAnimControl collides with another physics object.
Interface to receive notifications whenever a KinematicRagdollControl
collides with another physics object.
Utility methods used by KinematicRagdollControl.
Utility methods used by DynamicAnimControl and associated classes.
Range of motion for a ragdoll joint.
A physics control to link a PhysicsRigidBody to a spatial.
stores transform info of a PhysicsNode in a threadsafe manner to
allow multithreaded access from the jme scenegraph and the bullet physics space
A simple point, line, triangle or quad collisionShape based on one to four points-
From bullet manual:
This generic constraint can emulate a variety of standard constraints, by configuring each of the 6 degrees of freedom (DOF).
This generic constraint can emulate a variety of standard constraints, by configuring each of the 6 degrees of freedom (DOF).
From bullet manual:
The slider constraint allows the body to rotate around one axis and translate along this axis.
The slider constraint allows the body to rotate around one axis and translate along this axis.
Basic sphere collision shape
Link the torso of an animated model to a rigid body in a ragdoll.
A simplified collection of Vector3f values without duplicates, implemented
using a Collection.
A physics control to link a PhysicsVehicle to a spatial.
Stores info about one wheel of a PhysicsVehicle