| Package | Description |
|---|---|
| com.jme3.bullet | |
| com.jme3.bullet.collision | |
| com.jme3.bullet.control | |
| com.jme3.bullet.objects |
| Modifier and Type | Method and Description |
|---|---|
void |
PhysicsSpace.addCollisionObject(PhysicsCollisionObject obj) |
void |
PhysicsSpace.removeCollisionObject(PhysicsCollisionObject obj) |
| Modifier and Type | Method and Description |
|---|---|
PhysicsCollisionObject |
PhysicsRayTestResult.getCollisionObject() |
PhysicsCollisionObject |
PhysicsSweepTestResult.getCollisionObject() |
PhysicsCollisionObject |
PhysicsCollisionEvent.getObjectA() |
PhysicsCollisionObject |
PhysicsCollisionEvent.getObjectB() |
| Modifier and Type | Method and Description |
|---|---|
void |
RagdollCollisionListener.collide(com.jme3.animation.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,
com.jme3.math.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
|
| Constructor and Description |
|---|
PhysicsCollisionEvent(int type,
PhysicsCollisionObject nodeA,
PhysicsCollisionObject nodeB,
long manifoldPointObjectId) |
PhysicsSweepTestResult(PhysicsCollisionObject collisionObject,
com.jme3.math.Vector3f hitNormalLocal,
float hitFraction,
boolean normalInWorldSpace) |
| Modifier and Type | Class and Description |
|---|---|
class |
CharacterControl
You might want to try
BetterCharacterControl as well. |
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 |
| Modifier and Type | Class and Description |
|---|---|
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
|
| Modifier and Type | Method and Description |
|---|---|
PhysicsCollisionObject |
VehicleWheel.getGroundObject()
returns the object this wheel is in contact with or null if no contact
|
PhysicsCollisionObject |
PhysicsGhostObject.getOverlapping(int index) |
| Modifier and Type | Method and Description |
|---|---|
java.util.List<PhysicsCollisionObject> |
PhysicsGhostObject.getOverlappingObjects()
Another Object is overlapping with this GhostNode,
if and if only there CollisionShapes overlaps.
|