, including all inherited members.
_a | gameplay::PhysicsConstraint | [protected] |
_b | gameplay::PhysicsConstraint | [protected] |
_constraint | gameplay::PhysicsConstraint | [protected] |
centerOfMassMidpoint(const Node *a, const Node *b) | gameplay::PhysicsConstraint | [static] |
getBreakingImpulse() const | gameplay::PhysicsConstraint | [inline] |
getRotationOffset(const Node *node, const Vector3 &point) | gameplay::PhysicsConstraint | [static] |
getRotationOffsetA() const | gameplay::PhysicsGenericConstraint | [inline] |
getRotationOffsetB() const | gameplay::PhysicsGenericConstraint | [inline] |
getTransformOffset(const Node *node, const Vector3 &origin) | gameplay::PhysicsConstraint | [protected, static] |
getTranslationOffset(const Node *node, const Vector3 &point) | gameplay::PhysicsConstraint | [static] |
getTranslationOffsetA() const | gameplay::PhysicsGenericConstraint | [inline] |
getTranslationOffsetB() const | gameplay::PhysicsGenericConstraint | [inline] |
getWorldCenterOfMass(const Node *node) | gameplay::PhysicsConstraint | [protected, static] |
isEnabled() const | gameplay::PhysicsConstraint | [inline] |
offsetByCenterOfMass(const Node *node, const Vector3 &v) | gameplay::PhysicsConstraint | [protected, static] |
PhysicsConstraint(PhysicsRigidBody *a, PhysicsRigidBody *b) | gameplay::PhysicsConstraint | [protected] |
PhysicsGenericConstraint() | gameplay::PhysicsGenericConstraint | [protected] |
PhysicsGenericConstraint(PhysicsRigidBody *a, PhysicsRigidBody *b) | gameplay::PhysicsGenericConstraint | [protected] |
PhysicsGenericConstraint(PhysicsRigidBody *a, const Quaternion &rotationOffsetA, const Vector3 &translationOffsetA, PhysicsRigidBody *b, const Quaternion &rotationOffsetB, const Vector3 &translationOffsetB) | gameplay::PhysicsGenericConstraint | [protected] |
setAngularDampingX(float damping) | gameplay::PhysicsSpringConstraint | [inline] |
setAngularDampingY(float damping) | gameplay::PhysicsSpringConstraint | [inline] |
setAngularDampingZ(float damping) | gameplay::PhysicsSpringConstraint | [inline] |
setAngularLowerLimit(const Vector3 &limits) | gameplay::PhysicsGenericConstraint | [inline] |
setAngularStrengthX(float strength) | gameplay::PhysicsSpringConstraint | [inline] |
setAngularStrengthY(float strength) | gameplay::PhysicsSpringConstraint | [inline] |
setAngularStrengthZ(float strength) | gameplay::PhysicsSpringConstraint | [inline] |
setAngularUpperLimit(const Vector3 &limits) | gameplay::PhysicsGenericConstraint | [inline] |
setBreakingImpulse(float impulse) | gameplay::PhysicsConstraint | [inline] |
setEnabled(bool enabled) | gameplay::PhysicsConstraint | [inline] |
setLinearDampingX(float damping) | gameplay::PhysicsSpringConstraint | [inline] |
setLinearDampingY(float damping) | gameplay::PhysicsSpringConstraint | [inline] |
setLinearDampingZ(float damping) | gameplay::PhysicsSpringConstraint | [inline] |
setLinearLowerLimit(const Vector3 &limits) | gameplay::PhysicsGenericConstraint | [inline] |
setLinearStrengthX(float strength) | gameplay::PhysicsSpringConstraint | [inline] |
setLinearStrengthY(float strength) | gameplay::PhysicsSpringConstraint | [inline] |
setLinearStrengthZ(float strength) | gameplay::PhysicsSpringConstraint | [inline] |
setLinearUpperLimit(const Vector3 &limits) | gameplay::PhysicsGenericConstraint | [inline] |
setRotationOffsetA(const Quaternion &rotationOffset) | gameplay::PhysicsGenericConstraint | [inline] |
setRotationOffsetB(const Quaternion &rotationOffset) | gameplay::PhysicsGenericConstraint | [inline] |
setTranslationOffsetA(const Vector3 &translationOffset) | gameplay::PhysicsGenericConstraint | [inline] |
setTranslationOffsetB(const Vector3 &translationOffset) | gameplay::PhysicsGenericConstraint | [inline] |
~PhysicsConstraint() | gameplay::PhysicsConstraint | [protected, virtual] |
~PhysicsGenericConstraint() | gameplay::PhysicsGenericConstraint | [protected, virtual] |