| Package | Description |
|---|---|
| com.jme3.bullet | |
| com.jme3.bullet.animation |
A dynamic animation control and some associated classes.
|
| com.jme3.bullet.collision | |
| com.jme3.bullet.control | |
| com.jme3.bullet.objects |
| Modifier and Type | Method and Description |
|---|---|
void |
PhysicsSpace.addCollisionObject(PhysicsCollisionObject obj)
Add the specified collision object to this space.
|
void |
PhysicsSpace.removeCollisionObject(PhysicsCollisionObject obj)
Remove the specified collision object from this space.
|
| 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()
Access the collision object that was hit.
|
PhysicsCollisionObject |
PhysicsRayTestResult.getCollisionObject()
Access the collision object that was hit.
|
PhysicsCollisionObject |
PhysicsCollisionEvent.getObjectA()
Access collision object A.
|
PhysicsCollisionObject |
PhysicsCollisionEvent.getObjectB()
Access collision object B.
|
| 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)
Fill in the fields of this result.
|
PhysicsCollisionEvent |
PhysicsCollisionEventFactory.getEvent(int type,
PhysicsCollisionObject source,
PhysicsCollisionObject nodeB,
long manifoldPointObjectId)
Obtain an unused event.
|
void |
PhysicsCollisionEvent.refactor(int type,
PhysicsCollisionObject source,
PhysicsCollisionObject nodeB,
long manifoldPointObjectId)
Reuse this event.
|
| Constructor and Description |
|---|
PhysicsCollisionEvent(int type,
PhysicsCollisionObject nodeA,
PhysicsCollisionObject nodeB,
long manifoldPointObjectId)
Instantiate a collision event.
|
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
A collision object for simplified character simulation, based on Bullet's
btKinematicCharacterController.
|
class |
PhysicsGhostObject
A collision object for intangibles, based on Bullet's
btPairCachingGhostObject.
|
class |
PhysicsRigidBody
A collision object for a rigid body, based on Bullet's btRigidBody.
|
class |
PhysicsVehicle
A collision object for simplified vehicle simulation based on Bullet's
btRaycastVehicle.
|
| 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)
Access an overlapping collision object by its position in the list.
|
| Modifier and Type | Method and Description |
|---|---|
java.util.List<PhysicsCollisionObject> |
PhysicsGhostObject.getOverlappingObjects()
Access a list of overlapping objects.
|