All Classes and Interfaces

Class
Description
Manage the lifecycle of a physics object linked to a Spatial in a scene graph.
The abstract base class for physics-debug controls (such as BulletRigidBodyDebugControl) used to visualize individual collision objects and joints.
Enumerate the legal values for the m_mode field of IVHACD::Parameters.
Named activation states for use with a PhysicsCollisionObject.
Enumerate the implemented aerodynamic models for a SoftBodyConfig.
Named anisotropic friction modes for use with a PhysicsCollisionObject.
A PhysicsJoint to join a particular node of a soft body (A) to a rigid body (B), based on Bullet's btSoftBody::Anchor.
A simple DebugAppStateFilter that selects physics objects associated with a specific application-data object.
Link an attachments node to a jointed rigid body in a ragdoll.
This class is intended to replace the CharacterControl class.
Link an animated bone in an Armature/Skeleton to a jointed rigid body in a ragdoll.
A Bounding-Value Hierarchy (BVH) generated for a MeshCollisionShape, based on Bullet's btOptimizedBvh.
An axis-aligned, rectangular collision shape based on Bullet's btBox2dShape.
An axis-aligned, rectangular-solid collision shape based on Bullet's btBoxShape.
An AppState to manage a single PhysicsSpace.
Enumerate threading modes.
A physics-debug control used to visualize a PhysicsCharacter.
An AppState to manage debug visualization of a PhysicsSpace.
Interface to restrict which physics objects are visualized.
A physics-debug control used to visualize a PhysicsGhostObject.
A physics-debug control used to visualize a PhysicsRigidBody.
A physics-debug control used to visualize a PhysicsVehicle.
A capsule collision shape based on Bullet's btCapsuleShapeX, btCapsuleShape, or btCapsuleShapeZ.
A simple DebugAppStateFilter that selects dynamic rigid bodies for which continuous collision detection (CCD) is active.
Enumerate algorithms to locate the center of mass for a PhysicsLink.
A PhysicsControl to link a PhysicsCharacter to a Spatial.
The "action" (controller) portion of a PhysicsCharacter, based on Bullet's btKinematicCharacterController.
An element in a CompoundCollisionShape, consisting of a (non-compound) base shape, offset and rotated with respect to its parent.
A simple DebugAppStateFilter to select objects that are assignable to a specific class.
Enumerate the float-valued parameters in a soft-body cluster.
Tuning parameters for a CollisionSpace, based on Bullet's btDefaultCollisionConstructionInfo.
Named collision flags for a PhysicsCollisionObject.
The abstract base class for collision shapes based on Bullet's btCollisionShape.
Utility methods for generating collision shapes from models.
A Bullet-JME collision space with its own btCollisionWorld.
Report the completion of an operation.
A collision shape formed by combining child shapes, based on Bullet's btCompoundShape.
A scalable mesh that combines multiple indexed meshes.
A conical collision shape based on Bullet's btConeShapeX, btConeShape, or btConeShapeZ.
A 3 degree-of-freedom joint based on Bullet's btConeTwistConstraint.
Named collision flags for use with a SoftBodyConfig.
The abstract base class for rigid-body physics joints based on Bullet's btTypedConstraint.
Interface to receive immediate notifications when 2 collision objects come into contact.
Manage notifications when collision objects in a specific PhysicsSpace come into contact.
Named flags for a PhysicsCollisionEvent.
A convex collision shape optimized for 2-D, based on Bullet's btConvex2dShape.
The abstract base class for convex collision shapes based on Bullet's btConvexShape.
An abstract base class for collision shapes defined in terms of their supporting vertices, based on Bullet's btConvexInternalShape.
A cylindrical collision shape based on Bullet's btCylinderShapeX, btCylinderShape, or btCylinderShapeZ.
Configure a DynamicAnimControl and access its configuration.
Access a DynamicAnimControl at the PhysicsLink level once it's been added to a Spatial.
A simple DebugAppStateFilter that selects physics objects associated with a specific DynamicAnimControl.
Configuration data for physics (debug) visualization.
Callback interface used to add lighting to the debug scene.
Callback interface used to add texture coordinates to a debug mesh.
A utility class to generate debug meshes for Bullet collision shapes.
Debugging aids.
The default implementation of the ContactManager interface.
A MultiBodySpace that supports deformables, with its own btDeformableMultiBodyDynamicsWorld.
Enumerate the flags used to configure a PhysicsDumper.
Before adding this Control to a Spatial, configure it by invoking DacConfiguration.link(java.lang.String, float, com.jme3.bullet.animation.RangeOfMotion) for each bone that should have its own rigid body.
An empty collision shape based on Bullet's btEmptyShape.
Enumerate algorithms to generate a solid object from voxels (native name: FillMode).
A simple DebugAppStateFilter that returns true for most physics objects (or false for most physics objects) with specified exceptions.
A joint that couples the angular velocities of two bodies, based on Bullet's btGearConstraint.
A PhysicsControl to link a PhysicsGhostObject to a Spatial.
A mesh collisions shape based on Bullet's btGImpactMeshShape.
A collision shape for terrain defined by a matrix of height values, based on Bullet's btHeightfieldTerrainShape.
A single degree-of-freedom joint based on Bullet's btHingeConstraint.
A convex-hull collision shape based on Bullet's btConvexHullShape.
An abstract inverse kinematics (IK) controller for a PhysicsLink in dynamic mode.
A Constraint used for inverse kinematics (as opposed to joining bones and/or attachments).
An indexed triangle mesh based on Bullet's btIndexedMesh.
A custom PhysicsControl for a dynamic rigid body that can be joined to other bodies.
Enumerate the ends of a physics joint.
Enumerate submodes for a link in kinematic mode.
Configuration data for a PhysicsLink, not including the bone name, attached model, or RangeOfMotion.
Utility class to access fields of Bullet's btManifoldPoint class.
Enumerate algorithms to determine the mass for a PhysicsLink.
A mesh collision shape that uses a Bounding Value Hierarchy (BVH), based on Bullet's btBvhTriangleMeshShape.
Interface used to customize debug meshes.
Version strings for the Minie library.
A convex collision shape to represent the Minkowki sum of 2 convex shapes, based on Bullet's btMinkowskiSumShape.
Enumerate certain parameters of a RotationMotor or TranslationMotor, based on Bullet's btConstraintParams.
An articulated rigid body based on Bullet's btMultiBody.
An AppState to manage a single MultiBodySpace.
A collision object for a link or base in a MultiBody, based on Bullet's btMultiBodyLinkCollider.
An AppState to manage debug visualization of a MultiBodySpace.
Enumerate the types of joints in a MultiBody (native name: eFeatherstoneJointType).
A single link in a MultiBody, based on Bullet's btMultibodyLink.
A PhysicsSpace that supports multibodies, with its own btMultiBodyDynamicsWorld.
A convex collision shape based on Bullet's btMultiSphereShape.
Utility methods that operate on scene-graph controls/spatials/subtrees that may include physics controls.
Utility methods that operate on physics collision objects.
Utility methods for physics collision shapes.
Static interface to the Libbulletjme native library.
A utility class for interfacing with Native Bullet.
An abstract class to represent a native (Bullet) physics object.
A utility class for interfacing with Native Bullet, specifically for soft bodies.
A simple DebugAppStateFilter that selects any physics objects NOT associated with a specific application-data object.
A 6 degree-of-freedom Constraint based on Bullet's btGeneric6DofSpring2Constraint.
A 3 degree-of-freedom Constraint that mimics ODE's Hinge2 joint, such as might be used to model one of the front wheels on a motor vehicle.
Named constants for types of PhysicsCollisionObject.
Utility class to access fields of Bullet's btPersistentManifold class.
The abstract base class for rigid bodies and soft bodies.
A collision object for simplified character simulation, based on Bullet's btKinematicCharacterController.
Describe a point of contact between 2 collision objects in a PhysicsSpace, based on Bullet's btManifoldPoint.
Interface to receive notifications whenever an object in a particular collision group is about to collide.
Interface to receive notifications when 2 collision objects collide.
The abstract base class for collision objects based on Bullet's btCollisionObject.
An interface for a scene-graph control that links physics object(s) to a Spatial.
Generate compact textual descriptions of Minie data objects for debugging purposes.
Dump Minie data structures for debugging purposes.
A collision object for intangibles, based on Bullet's btPairCachingGhostObject.
The abstract base class for physics joints based on Bullet's btTypedConstraint, btSoftBody::Anchor, or btSoftBody::Joint.
The abstract base class used by DynamicAnimControl to link pieces of a JME model to their corresponding collision objects in a ragdoll.
Represent the results of a Bullet ray test.
A collision object to simulate a rigid body, based on Bullet's btRigidBody.
A collision object to simulate a soft body, based on Bullet's btSoftBody.
A PhysicsSpace that supports soft bodies, with its own btSoftRigidDynamicsWorld.
A CollisionSpace to simulate dynamic physics, with its own btDiscreteDynamicsWorld.
Enumerate the available accelerators for broadphase collision detection.
Represent the results of a Bullet sweep test.
Callback interface from the physics thread, used to clear/apply forces.
A rigid body for simplified vehicle simulation based on Bullet's btRaycastVehicle.
A planar collision shape based on Bullet's btStaticPlaneShape.
A DebugMeshInitListener to add texture coordinates to (the debug mesh of) a PlaneCollisionShape object.
A 3 degree-of-freedom joint based on Bullet's btPoint2PointConstraint.
Helper control for DynamicAnimControl, to hide armature modifications from an AnimComposer.
Interface to receive notifications whenever a linked rigid body in a DynamicAnimControl collides with another physics object.
Utility methods used by DynamicAnimControl and associated classes.
A range-of-motion preset for a ragdoll joint.
Named flags for use with a ray test.
A PhysicsControl to link a PhysicsRigidBody to a Spatial.
The motion state (transform) of a rigid body, with thread-safe access.
Copy certain properties of a PhysicsRigidBody in order to re-apply them later.
A motor based on Bullet's btRotationalLimitMotor, used to control the rotation of a SixDofJoint.
A single-axis motor based on Bullet's btRotationalLimitMotor2, used to control the rotation of a New6Dof constraint.
Enumerate the orders in which axis rotations can be applied (native enum: RotateOrder).
Enumerate the float-valued parameters in a SoftBodyConfig.
Enumerate algorithms to create a CollisionShape for a PhysicsLink.
A simple point, line-segment, triangle, or tetrahedron collision shape based on Bullet's btBU_Simplex1to4.
A 6 degree-of-freedom joint based on Bullet's btGeneric6DofConstraint.
A 6 degree-of-freedom joint based on Bullet's btGeneric6DofSpringConstraint.
A 2 degree-of-freedom joint based on Bullet's btSliderConstraint.
A SoftPhysicsJoint that allows rotation around an axis, based on Bullet's btSoftBody::AJoint.
Provide access to fields of the native btSoftBody::Config struct.
A PhysicsControl to link a PhysicsSoftBody to a Spatial.
Provide access to 3 fields of the native btSoftBody::Material struct.
Physics-simulation parameters that can be customized for each PhysicsSoftBody, based on Bullet's btSoftBodyWorldInfo.
An AppState to manage debug visualization of a PhysicsSoftSpace.
A SoftPhysicsJoint based on Bullet's btSoftBody::LJoint.
An AppState to manage a single PhysicsSoftSpace.
The abstract base class for joining a PhysicsSoftBody to another body, based on Bullet's btSoftBody::Joint.
Parameters used by the contact-and-constraint solver, based on Bullet's btContactSolverInfo.
Named mode bits for contact-and-constraint solvers, based on btSolverMode.
Enumerate the available contact-and-constraint solvers.
A spherical collision shape based on Bullet's btSphereShape.
Link the torso of an animated model to a rigid body in a ragdoll.
A motor based on Bullet's btTranslationalLimitMotor, used to control the translation of a SixDofJoint.
A 3-axis motor based on Bullet's btTranslationalLimitMotor2, used to control the translation of a New6Dof constraint.
A simple DebugAppStateFilter that selects physics objects associated with a specific user object.
Enumerate uses for triangle indices when constructing a SoftBody from a Mesh.
A PhysicsControl to link a PhysicsVehicle to a Spatial.
The "action" (controller) portion of a PhysicsVehicle, based on Bullet's btRaycastVehicle.
Tuning parameters for a PhysicsVehicle, based on Bullet's btVehicleTuning.
Information about one wheel of a vehicle, based on Bullet's btWheelInfo.
Utility class to perform Volumetric-Hierarchical Approximate Convex Decomposition on an indexed mesh.
Utility class to perform Volumetric-Hierarchical Approximate Convex Decomposition on an indexed mesh.
A 3-D convex hull based on a V-HACD version 4 ConvexHull.
A set of tuning parameters for convex decomposition, based on version 4 of V-HACD's IVHACD::Parameters.
A 3-D convex hull based on a V-HACD ConvexHull.
A set of tuning parameters for convex decomposition, based on classic V-HACD's IVHACD::Parameters.
Callback interface from V-HACD, used to report progress.