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gameplay::PhysicsController Member List
This is the complete list of members for gameplay::PhysicsController, including all inherited members.
_scriptCallbacksgameplay::ScriptTarget [protected]
_scriptRegistriesgameplay::ScriptTarget [protected]
_scriptsgameplay::ScriptTarget [protected]
addScript(const char *path)gameplay::ScriptTarget
addScriptCallback(const Event *event, const char *function)gameplay::ScriptTarget
addStatusListener(PhysicsController::Listener *listener)gameplay::PhysicsController
clearScripts()gameplay::ScriptTarget
createFixedConstraint(PhysicsRigidBody *a, PhysicsRigidBody *b=NULL)gameplay::PhysicsController
createGenericConstraint(PhysicsRigidBody *a, PhysicsRigidBody *b=NULL)gameplay::PhysicsController
createGenericConstraint(PhysicsRigidBody *a, const Quaternion &rotationOffsetA, const Vector3 &translationOffsetA, PhysicsRigidBody *b=NULL, const Quaternion &rotationOffsetB=Quaternion(), const Vector3 &translationOffsetB=Vector3())gameplay::PhysicsController
createHingeConstraint(PhysicsRigidBody *a, const Quaternion &rotationOffsetA, const Vector3 &translationOffsetA, PhysicsRigidBody *b=NULL, const Quaternion &rotationOffsetB=Quaternion(), const Vector3 &translationOffsetB=Vector3())gameplay::PhysicsController
createSocketConstraint(PhysicsRigidBody *a, PhysicsRigidBody *b=NULL)gameplay::PhysicsController
createSocketConstraint(PhysicsRigidBody *a, const Vector3 &translationOffsetA, PhysicsRigidBody *b=NULL, const Vector3 &translationOffsetB=Vector3())gameplay::PhysicsController
createSpringConstraint(PhysicsRigidBody *a, PhysicsRigidBody *b)gameplay::PhysicsController
createSpringConstraint(PhysicsRigidBody *a, const Quaternion &rotationOffsetA, const Vector3 &translationOffsetA, PhysicsRigidBody *b, const Quaternion &rotationOffsetB, const Vector3 &translationOffsetB)gameplay::PhysicsController
drawDebug(const Matrix &viewProjection)gameplay::PhysicsController
fireScriptEvent(const Event *event,...)gameplay::ScriptTarget
getGravity() const gameplay::PhysicsController
getScriptEvent(const char *eventName) const gameplay::ScriptTarget
getTypeName() const gameplay::PhysicsController [virtual]
hasScriptListener(const char *eventName) const gameplay::ScriptTarget
hasScriptListener(const Event *event) const gameplay::ScriptTarget
rayTest(const Ray &ray, float distance, PhysicsController::HitResult *result=NULL, PhysicsController::HitFilter *filter=NULL)gameplay::PhysicsController
registerEvents(EventRegistry *registry)gameplay::ScriptTarget [protected]
removeScript(const char *path)gameplay::ScriptTarget
removeScript(ScriptEntry *entry)gameplay::ScriptTarget [protected]
removeScriptCallback(const Event *event, const char *function)gameplay::ScriptTarget
removeStatusListener(Listener *listener)gameplay::PhysicsController
ScriptTarget()gameplay::ScriptTarget [protected]
setGravity(const Vector3 &gravity)gameplay::PhysicsController
sweepTest(PhysicsCollisionObject *object, const Vector3 &endPosition, PhysicsController::HitResult *result=NULL, PhysicsController::HitFilter *filter=NULL)gameplay::PhysicsController
~ScriptTarget()gameplay::ScriptTarget [protected, virtual]
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