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gameplay::PhysicsCharacter Member List
This is the complete list of members for gameplay::PhysicsCharacter, including all inherited members.
_collisionShapegameplay::PhysicsCollisionObject [protected]
_enabledgameplay::PhysicsCollisionObject [protected]
_ghostObjectgameplay::PhysicsGhostObject [protected]
_nodegameplay::PhysicsCollisionObject [protected]
_scriptListenersgameplay::PhysicsCollisionObject [protected]
addCollisionListener(CollisionListener *listener, PhysicsCollisionObject *object=NULL)gameplay::PhysicsCollisionObject
addCollisionListener(const char *function, PhysicsCollisionObject *object=NULL)gameplay::PhysicsCollisionObject
CHARACTER enum valuegameplay::PhysicsCollisionObject
collidesWith(PhysicsCollisionObject *object) const gameplay::PhysicsCollisionObject
getCollisionObject() const gameplay::PhysicsCharacter [protected, virtual]
getCollisionShape() const gameplay::PhysicsCollisionObject
getCurrentVelocity() const gameplay::PhysicsCharacter
getMaxSlopeAngle() const gameplay::PhysicsCharacter
getMaxStepHeight() const gameplay::PhysicsCharacter
getNode() const gameplay::PhysicsCollisionObject
getShapeType() const gameplay::PhysicsCollisionObject
getType() const gameplay::PhysicsCharacter [virtual]
GHOST_OBJECT enum valuegameplay::PhysicsCollisionObject
isDynamic() const gameplay::PhysicsCollisionObject
isEnabled() const gameplay::PhysicsCollisionObject
isKinematic() const gameplay::PhysicsCollisionObject
isPhysicsEnabled() const gameplay::PhysicsCharacter
isStatic() const gameplay::PhysicsCollisionObject
jump(float height, bool force=false)gameplay::PhysicsCharacter
NONE enum valuegameplay::PhysicsCollisionObject
PhysicsCollisionObject(Node *node, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT)gameplay::PhysicsCollisionObject [protected]
PhysicsGhostObject(Node *node, const PhysicsCollisionShape::Definition &shape, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT)gameplay::PhysicsGhostObject [protected]
removeCollisionListener(CollisionListener *listener, PhysicsCollisionObject *object=NULL)gameplay::PhysicsCollisionObject
removeCollisionListener(const char *function, PhysicsCollisionObject *object=NULL)gameplay::PhysicsCollisionObject
resetVelocityState()gameplay::PhysicsCharacter
RIGID_BODY enum valuegameplay::PhysicsCollisionObject
rotate(const Vector3 &axis, float angle)gameplay::PhysicsCharacter
rotate(const Quaternion &rotation)gameplay::PhysicsCharacter
setEnabled(bool enable)gameplay::PhysicsCollisionObject
setForwardVelocity(float velocity=1.0f)gameplay::PhysicsCharacter
setMaxSlopeAngle(float angle)gameplay::PhysicsCharacter
setMaxStepHeight(float height)gameplay::PhysicsCharacter
setPhysicsEnabled(bool enabled)gameplay::PhysicsCharacter
setRightVelocity(float velocity=1.0f)gameplay::PhysicsCharacter
setRotation(const Vector3 &axis, float angle)gameplay::PhysicsCharacter
setRotation(const Quaternion &rotation)gameplay::PhysicsCharacter
setVelocity(const Vector3 &velocity)gameplay::PhysicsCharacter
setVelocity(float x, float y, float z)gameplay::PhysicsCharacter
transformChanged(Transform *transform, long cookie)gameplay::PhysicsGhostObject [virtual]
Type enum namegameplay::PhysicsCollisionObject
VEHICLE enum valuegameplay::PhysicsCollisionObject
VEHICLE_WHEEL enum valuegameplay::PhysicsCollisionObject
~Listener() (defined in gameplay::Transform::Listener)gameplay::Transform::Listener [inline, virtual]
~PhysicsCollisionObject()gameplay::PhysicsCollisionObject [virtual]
~PhysicsGhostObject()gameplay::PhysicsGhostObject [protected, virtual]
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