overview wiki api reference download
gameplay::PhysicsRigidBody Member List
This is the complete list of members for gameplay::PhysicsRigidBody, including all inherited members.
_collisionShapegameplay::PhysicsCollisionObject [protected]
_enabledgameplay::PhysicsCollisionObject [protected]
_nodegameplay::PhysicsCollisionObject [protected]
_scriptListenersgameplay::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 valuegameplay::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 valuegameplay::PhysicsCollisionObject
isDynamic() const gameplay::PhysicsCollisionObject
isEnabled() const gameplay::PhysicsCollisionObject
isKinematic() const gameplay::PhysicsCollisionObject
isStatic() const gameplay::PhysicsRigidBody
NONE enum valuegameplay::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 valuegameplay::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 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]
 All Classes Functions Variables Typedefs Enumerations Enumerator