, including all inherited members.
| _collisionShape | gameplay::PhysicsCollisionObject | [protected] |
| _enabled | gameplay::PhysicsCollisionObject | [protected] |
| _node | gameplay::PhysicsCollisionObject | [protected] |
| _scriptListeners | gameplay::PhysicsCollisionObject | [protected] |
| addCollisionListener(CollisionListener *listener, PhysicsCollisionObject *object=NULL) | gameplay::PhysicsCollisionObject | |
| addCollisionListener(const char *function, PhysicsCollisionObject *object=NULL) | gameplay::PhysicsCollisionObject | |
| applyForce(const Vector3 &force, const Vector3 *relativePosition=NULL) | gameplay::PhysicsRigidBody | |
| applyImpulse(const Vector3 &impulse, const Vector3 *relativePosition=NULL) | gameplay::PhysicsRigidBody | |
| applyTorque(const Vector3 &torque) | gameplay::PhysicsRigidBody | |
| applyTorqueImpulse(const Vector3 &torque) | gameplay::PhysicsRigidBody | |
| CHARACTER enum value | gameplay::PhysicsCollisionObject | |
| collidesWith(PhysicsCollisionObject *object) const | gameplay::PhysicsCollisionObject | |
| getAngularDamping() const | gameplay::PhysicsRigidBody | [inline] |
| getAngularFactor() const | gameplay::PhysicsRigidBody | [inline] |
| getAngularVelocity() const | gameplay::PhysicsRigidBody | [inline] |
| getAnisotropicFriction() const | gameplay::PhysicsRigidBody | [inline] |
| getCollisionObject() const | gameplay::PhysicsRigidBody | [protected, virtual] |
| getCollisionShape() const | gameplay::PhysicsCollisionObject | |
| getFriction() const | gameplay::PhysicsRigidBody | [inline] |
| getGravity() const | gameplay::PhysicsRigidBody | [inline] |
| getHeight(float x, float z) const | gameplay::PhysicsRigidBody | |
| getLinearDamping() const | gameplay::PhysicsRigidBody | [inline] |
| getLinearFactor() const | gameplay::PhysicsRigidBody | [inline] |
| getLinearVelocity() const | gameplay::PhysicsRigidBody | [inline] |
| getMass() const | gameplay::PhysicsRigidBody | [inline] |
| getNode() const | gameplay::PhysicsCollisionObject | |
| getRestitution() const | gameplay::PhysicsRigidBody | [inline] |
| getShapeType() const | gameplay::PhysicsCollisionObject | |
| getType() const | gameplay::PhysicsRigidBody | [virtual] |
| GHOST_OBJECT enum value | gameplay::PhysicsCollisionObject | |
| isDynamic() const | gameplay::PhysicsCollisionObject | |
| isEnabled() const | gameplay::PhysicsCollisionObject | |
| isKinematic() const | gameplay::PhysicsCollisionObject | |
| isStatic() const | gameplay::PhysicsRigidBody | |
| NONE enum value | gameplay::PhysicsCollisionObject | |
| PhysicsCollisionObject(Node *node, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT) | gameplay::PhysicsCollisionObject | [protected] |
| removeCollisionListener(CollisionListener *listener, PhysicsCollisionObject *object=NULL) | gameplay::PhysicsCollisionObject | |
| removeCollisionListener(const char *function, PhysicsCollisionObject *object=NULL) | gameplay::PhysicsCollisionObject | |
| RIGID_BODY enum value | gameplay::PhysicsCollisionObject | |
| setAngularFactor(const Vector3 &angularFactor) | gameplay::PhysicsRigidBody | [inline] |
| setAngularFactor(float x, float y, float z) | gameplay::PhysicsRigidBody | [inline] |
| setAngularVelocity(const Vector3 &velocity) | gameplay::PhysicsRigidBody | [inline] |
| setAngularVelocity(float x, float y, float z) | gameplay::PhysicsRigidBody | [inline] |
| setAnisotropicFriction(const Vector3 &friction) | gameplay::PhysicsRigidBody | [inline] |
| setAnisotropicFriction(float x, float y, float z) | gameplay::PhysicsRigidBody | [inline] |
| setDamping(float linearDamping, float angularDamping) | gameplay::PhysicsRigidBody | [inline] |
| setEnabled(bool enable) | gameplay::PhysicsRigidBody | |
| setFriction(float friction) | gameplay::PhysicsRigidBody | [inline] |
| setGravity(const Vector3 &gravity) | gameplay::PhysicsRigidBody | [inline] |
| setGravity(float x, float y, float z) | gameplay::PhysicsRigidBody | [inline] |
| setKinematic(bool kinematic) | gameplay::PhysicsRigidBody | |
| setLinearFactor(const Vector3 &linearFactor) | gameplay::PhysicsRigidBody | [inline] |
| setLinearFactor(float x, float y, float z) | gameplay::PhysicsRigidBody | [inline] |
| setLinearVelocity(const Vector3 &velocity) | gameplay::PhysicsRigidBody | [inline] |
| setLinearVelocity(float x, float y, float z) | gameplay::PhysicsRigidBody | [inline] |
| setRestitution(float restitution) | gameplay::PhysicsRigidBody | [inline] |
| Type enum name | gameplay::PhysicsCollisionObject | |
| VEHICLE enum value | gameplay::PhysicsCollisionObject | |
| VEHICLE_WHEEL enum value | gameplay::PhysicsCollisionObject | |
| ~Listener() (defined in gameplay::Transform::Listener) | gameplay::Transform::Listener | [inline, virtual] |
| ~PhysicsCollisionObject() | gameplay::PhysicsCollisionObject | [virtual] |