public void addCollisionObject(PhysicsCollisionObject obj) { if (obj instanceof PhysicsGhostObject) { addGhostObject((PhysicsGhostObject) obj); } else if (obj instanceof PhysicsRigidBody) { addRigidBody((PhysicsRigidBody) obj); } else if (obj instanceof PhysicsVehicle) { addRigidBody((PhysicsVehicle) obj); } else if (obj instanceof PhysicsCharacter) { addCharacter((PhysicsCharacter) obj); } }
/** * Add the specified collision object to this space. * * @param obj the PhysicsCollisionObject to add (not null, modified) */ public void addCollisionObject(PhysicsCollisionObject obj) { if (obj instanceof PhysicsGhostObject) { addGhostObject((PhysicsGhostObject) obj); } else if (obj instanceof PhysicsRigidBody) { addRigidBody((PhysicsRigidBody) obj); } else if (obj instanceof PhysicsVehicle) { addRigidBody((PhysicsVehicle) obj); } else if (obj instanceof PhysicsCharacter) { addCharacter((PhysicsCharacter) obj); } }
public void addCollisionObject(PhysicsCollisionObject obj) { if (obj instanceof PhysicsGhostObject) { addGhostObject((PhysicsGhostObject) obj); } else if (obj instanceof PhysicsRigidBody) { addRigidBody((PhysicsRigidBody) obj); } else if (obj instanceof PhysicsVehicle) { addRigidBody((PhysicsVehicle) obj); } else if (obj instanceof PhysicsCharacter) { addCharacter((PhysicsCharacter) obj); } }
public void addCollisionObject(PhysicsCollisionObject obj) { if (obj instanceof PhysicsGhostObject) { addGhostObject((PhysicsGhostObject) obj); } else if (obj instanceof PhysicsRigidBody) { addRigidBody((PhysicsRigidBody) obj); } else if (obj instanceof PhysicsVehicle) { addRigidBody((PhysicsVehicle) obj); } else if (obj instanceof PhysicsCharacter) { addCharacter((PhysicsCharacter) obj); } }
public void addCollisionObject(PhysicsCollisionObject obj) { if (obj instanceof PhysicsGhostObject) { addGhostObject((PhysicsGhostObject) obj); } else if (obj instanceof PhysicsRigidBody) { addRigidBody((PhysicsRigidBody) obj); } else if (obj instanceof PhysicsVehicle) { addRigidBody((PhysicsVehicle) obj); } else if (obj instanceof PhysicsCharacter) { addCharacter((PhysicsCharacter) obj); } }