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前 次 | フレームあり フレームなし |
PhysicsCollisionObject を使用しているパッケージ | |
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com.jme3.bullet | |
com.jme3.bullet.collision | |
com.jme3.bullet.control | |
com.jme3.bullet.objects |
com.jme3.bullet での PhysicsCollisionObject の使用 |
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PhysicsCollisionObject 型のパラメータを持つ com.jme3.bullet のメソッド | |
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void |
PhysicsSpace.addCollisionObject(PhysicsCollisionObject obj)
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void |
PhysicsSpace.removeCollisionObject(PhysicsCollisionObject obj)
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com.jme3.bullet.collision での PhysicsCollisionObject の使用 |
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PhysicsCollisionObject を返す com.jme3.bullet.collision のメソッド | |
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PhysicsCollisionObject |
PhysicsRayTestResult.getCollisionObject()
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PhysicsCollisionObject |
PhysicsSweepTestResult.getCollisionObject()
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PhysicsCollisionObject |
PhysicsCollisionEvent.getObjectA()
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PhysicsCollisionObject |
PhysicsCollisionEvent.getObjectB()
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PhysicsCollisionObject 型のパラメータを持つ com.jme3.bullet.collision のメソッド | |
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void |
RagdollCollisionListener.collide(Bone bone,
PhysicsCollisionObject object,
PhysicsCollisionEvent event)
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boolean |
PhysicsCollisionGroupListener.collide(PhysicsCollisionObject nodeA,
PhysicsCollisionObject nodeB)
Called when two physics objects of the registered group are about to collide, called from physics thread. |
void |
PhysicsRayTestResult.fill(PhysicsCollisionObject collisionObject,
Vector3f hitNormalLocal,
float hitFraction,
boolean normalInWorldSpace)
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void |
PhysicsSweepTestResult.fill(PhysicsCollisionObject collisionObject,
Vector3f hitNormalLocal,
float hitFraction,
boolean normalInWorldSpace)
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PhysicsCollisionEvent |
PhysicsCollisionEventFactory.getEvent(int type,
PhysicsCollisionObject source,
PhysicsCollisionObject nodeB,
com.bulletphysics.collision.narrowphase.ManifoldPoint cp)
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void |
PhysicsCollisionEvent.refactor(int type,
PhysicsCollisionObject source,
PhysicsCollisionObject nodeB,
com.bulletphysics.collision.narrowphase.ManifoldPoint cp)
used by event factory, called when event reused |
PhysicsCollisionObject 型のパラメータを持つ com.jme3.bullet.collision のコンストラクタ | |
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PhysicsCollisionEvent(int type,
PhysicsCollisionObject source,
PhysicsCollisionObject nodeB,
com.bulletphysics.collision.narrowphase.ManifoldPoint cp)
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PhysicsRayTestResult(PhysicsCollisionObject collisionObject,
Vector3f hitNormalLocal,
float hitFraction,
boolean normalInWorldSpace)
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PhysicsSweepTestResult(PhysicsCollisionObject collisionObject,
Vector3f hitNormalLocal,
float hitFraction,
boolean normalInWorldSpace)
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com.jme3.bullet.control での PhysicsCollisionObject の使用 |
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com.jme3.bullet.control での PhysicsCollisionObject のサブクラス | |
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class |
CharacterControl
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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. aggro radius). |
class |
RigidBodyControl
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class |
VehicleControl
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com.jme3.bullet.objects での PhysicsCollisionObject の使用 |
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com.jme3.bullet.objects での PhysicsCollisionObject のサブクラス | |
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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 From bullet manual: For most vehicle simulations, it is recommended to use the simplified Bullet vehicle model as provided in btRaycastVehicle. |
PhysicsCollisionObject を返す com.jme3.bullet.objects のメソッド | |
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PhysicsCollisionObject |
VehicleWheel.getGroundObject()
returns the object this wheel is in contact with or null if no contact |
PhysicsCollisionObject |
PhysicsGhostObject.getOverlapping(int index)
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PhysicsCollisionObject 型の引数を持つ型を返す com.jme3.bullet.objects のメソッド | |
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java.util.List<PhysicsCollisionObject> |
PhysicsGhostObject.getOverlappingObjects()
Another Object is overlapping with this GhostNode, if and if only there CollisionShapes overlaps. |
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前 次 | フレームあり フレームなし |