| Package | Description |
|---|---|
| com.jme3.bullet |
central classes of the physics system
|
| com.jme3.bullet.animation |
A dynamic animation control and some associated classes.
|
| com.jme3.bullet.collision |
physics-based collision detection, including ray tests and sweep tests
|
| com.jme3.bullet.control |
physics controls: scene-graph controls for linking physics collision objects
to spatials
|
| com.jme3.bullet.objects |
physics collision objects, including vehicles
|
| Modifier and Type | Method and Description |
|---|---|
void |
PhysicsSpace.addCollisionObject(PhysicsCollisionObject obj) |
void |
PhysicsSpace.removeCollisionObject(PhysicsCollisionObject obj) |
| Modifier and Type | Method and Description |
|---|---|
void |
RagdollCollisionListener.collide(PhysicsLink physicsLink,
PhysicsCollisionObject object,
PhysicsCollisionEvent event)
Invoked when a collision involving a linked rigid body occurs.
|
| Modifier and Type | Method and Description |
|---|---|
PhysicsCollisionObject |
PhysicsSweepTestResult.getCollisionObject() |
PhysicsCollisionObject |
PhysicsRayTestResult.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)
Invoked when a collision involving a KinematicRagdollControl occurs.
|
boolean |
PhysicsCollisionGroupListener.collide(PhysicsCollisionObject nodeA,
PhysicsCollisionObject nodeB)
Invoked when two physics objects of the registered group are about to
collide.
|
void |
PhysicsSweepTestResult.fill(PhysicsCollisionObject collisionObject,
com.jme3.math.Vector3f hitNormalLocal,
float hitFraction,
boolean normalInWorldSpace) |
void |
PhysicsRayTestResult.fill(PhysicsCollisionObject collisionObject,
com.jme3.math.Vector3f hitNormalLocal,
float hitFraction,
boolean normalInWorldSpace) |
PhysicsCollisionEvent |
PhysicsCollisionEventFactory.getEvent(int type,
PhysicsCollisionObject source,
PhysicsCollisionObject nodeB,
com.bulletphysics.collision.narrowphase.ManifoldPoint cp) |
void |
PhysicsCollisionEvent.refactor(int type,
PhysicsCollisionObject source,
PhysicsCollisionObject nodeB,
com.bulletphysics.collision.narrowphase.ManifoldPoint cp)
used by event factory, called when event reused
|
| Constructor and Description |
|---|
PhysicsCollisionEvent(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) |
| Modifier and Type | Class and Description |
|---|---|
class |
CharacterControl
You might want to try
BetterCharacterControl as well. |
class |
GhostControl
A physics control to link a PhysicsGhostObject to a spatial.
|
class |
RigidBodyControl
A physics control to link a PhysicsRigidBody to a spatial.
|
class |
VehicleControl
A physics control to link a PhysicsVehicle to a spatial.
|
| 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.
|