| Modifier and Type | Method and Description |
|---|---|
java.util.List<PhysicsSweepTestResult> |
PhysicsSpace.sweepTest(CollisionShape shape,
com.jme3.math.Transform start,
com.jme3.math.Transform end)
Performs a sweep collision test and returns the results as a list of
PhysicsSweepTestResults
You have to use different Transforms for start and end (at least distance > 0.4f). |
java.util.List<PhysicsSweepTestResult> |
PhysicsSpace.sweepTest(CollisionShape shape,
com.jme3.math.Transform start,
com.jme3.math.Transform end,
java.util.List<PhysicsSweepTestResult> results) |
java.util.List<PhysicsSweepTestResult> |
PhysicsSpace.sweepTest(CollisionShape shape,
com.jme3.math.Transform start,
com.jme3.math.Transform end,
java.util.List<PhysicsSweepTestResult> results,
float allowedCcdPenetration)
Performs a sweep collision test and returns the results as a list of
PhysicsSweepTestResults
You have to use different Transforms for start and end (at least distance > allowedCcdPenetration). |
| Modifier and Type | Field and Description |
|---|---|
protected CollisionShape |
PhysicsCollisionObject.collisionShape |
| Modifier and Type | Method and Description |
|---|---|
CollisionShape |
PhysicsCollisionObject.getCollisionShape() |
| Modifier and Type | Method and Description |
|---|---|
void |
PhysicsCollisionObject.setCollisionShape(CollisionShape collisionShape)
Sets a CollisionShape to this physics object, note that the object should
not be in the physics space when adding a new collision shape as it is rebuilt
on the physics side.
|
| Modifier and Type | Class and Description |
|---|---|
class |
BoxCollisionShape
Basic box collision shape
|
class |
CapsuleCollisionShape
Basic capsule collision shape
|
class |
CompoundCollisionShape
A CompoundCollisionShape allows combining multiple base shapes
to generate a more sophisticated shape.
|
class |
ConeCollisionShape |
class |
CylinderCollisionShape
Basic cylinder collision shape
|
class |
GImpactCollisionShape
Basic mesh collision shape
|
class |
HeightfieldCollisionShape
Uses Bullet Physics Heightfield terrain collision system.
|
class |
HullCollisionShape |
class |
MeshCollisionShape
Basic mesh collision shape
|
class |
PlaneCollisionShape |
class |
SimplexCollisionShape
A simple point, line, triangle or quad collisionShape based on one to four points-
|
class |
SphereCollisionShape
Basic sphere collision shape
|
| Modifier and Type | Method and Description |
|---|---|
void |
CompoundCollisionShape.addChildShape(CollisionShape shape,
com.jme3.math.Vector3f location)
adds a child shape at the given local translation
|
void |
CompoundCollisionShape.addChildShape(CollisionShape shape,
com.jme3.math.Vector3f location,
com.jme3.math.Matrix3f rotation)
adds a child shape at the given local translation
|
void |
CompoundCollisionShape.removeChildShape(CollisionShape shape)
removes a child shape
|
| Modifier and Type | Field and Description |
|---|---|
CollisionShape |
ChildCollisionShape.shape |
| Constructor and Description |
|---|
ChildCollisionShape(com.jme3.math.Vector3f location,
com.jme3.math.Matrix3f rotation,
CollisionShape shape) |
| Modifier and Type | Method and Description |
|---|---|
protected CollisionShape |
BetterCharacterControl.getShape()
Gets a new collision shape based on the current scale parameter.
|
| Constructor and Description |
|---|
CharacterControl(CollisionShape shape,
float stepHeight) |
GhostControl(CollisionShape shape) |
RigidBodyControl(CollisionShape shape)
Creates a new PhysicsNode with the supplied collision shape and mass 1
|
RigidBodyControl(CollisionShape shape,
float mass) |
VehicleControl(CollisionShape shape)
Creates a new PhysicsNode with the supplied collision shape
|
VehicleControl(CollisionShape shape,
float mass) |
| Modifier and Type | Field and Description |
|---|---|
protected CollisionShape |
BulletCharacterDebugControl.myShape |
protected CollisionShape |
BulletGhostObjectDebugControl.myShape |
protected CollisionShape |
BulletRigidBodyDebugControl.myShape |
| Modifier and Type | Method and Description |
|---|---|
void |
PhysicsCharacter.setCollisionShape(CollisionShape collisionShape) |
void |
PhysicsGhostObject.setCollisionShape(CollisionShape collisionShape) |
void |
PhysicsRigidBody.setCollisionShape(CollisionShape collisionShape) |
| Constructor and Description |
|---|
PhysicsCharacter(CollisionShape shape,
float stepHeight) |
PhysicsGhostObject(CollisionShape shape) |
PhysicsGhostObject(com.jme3.scene.Spatial child,
CollisionShape shape) |
PhysicsRigidBody(CollisionShape shape)
Creates a new PhysicsRigidBody with the supplied collision shape
|
PhysicsRigidBody(CollisionShape shape,
float mass) |
PhysicsVehicle(CollisionShape shape) |
PhysicsVehicle(CollisionShape shape,
float mass) |
| Modifier and Type | Method and Description |
|---|---|
static CollisionShape |
CollisionShapeFactory.createBoxShape(com.jme3.scene.Spatial spatial) |
static CollisionShape |
CollisionShapeFactory.createDynamicMeshShape(com.jme3.scene.Spatial spatial)
This method creates a hull shape for the given Spatial.
If you want to have mesh-accurate dynamic shapes (CPU intense!!!) use GImpact shapes, its probably best to do so with a low-poly version of your model. |
static CollisionShape |
CollisionShapeFactory.createMeshShape(com.jme3.scene.Spatial spatial)
This type of collision shape is mesh-accurate and meant for immovable "world objects".
|
| Modifier and Type | Method and Description |
|---|---|
static com.jme3.scene.Mesh |
DebugShapeFactory.getDebugMesh(CollisionShape shape) |
static com.jme3.scene.Spatial |
DebugShapeFactory.getDebugShape(CollisionShape collisionShape)
Creates a debug shape from the given collision shape.
|