, 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] |