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gameplay::PhysicsVehicle Member List
This is the complete list of members for gameplay::PhysicsVehicle, 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
addWheel(PhysicsVehicleWheel *wheel)gameplay::PhysicsVehicle
CHARACTER enum valuegameplay::PhysicsCollisionObject
collidesWith(PhysicsCollisionObject *object) const gameplay::PhysicsCollisionObject
getBoostGain() const gameplay::PhysicsVehicle
getBoostSpeed() const gameplay::PhysicsVehicle
getBrakedownFull() const gameplay::PhysicsVehicle
getBrakedownStart() const gameplay::PhysicsVehicle
getBrakingForce() const gameplay::PhysicsVehicle
getCollisionObject() const gameplay::PhysicsVehicle [protected, virtual]
getCollisionShape() const gameplay::PhysicsCollisionObject
getDownforce() const gameplay::PhysicsVehicle
getDrivedownFull() const gameplay::PhysicsVehicle
getDrivedownStart() const gameplay::PhysicsVehicle
getDrivingForce() const gameplay::PhysicsVehicle
getNode() const gameplay::PhysicsCollisionObject
getRigidBody() const gameplay::PhysicsVehicle
getShapeType() const gameplay::PhysicsCollisionObject
getSpeedKph() const gameplay::PhysicsVehicle
getSpeedSmoothKph() const gameplay::PhysicsVehicle
getSteerdownGain() const gameplay::PhysicsVehicle
getSteerdownSpeed() const gameplay::PhysicsVehicle
getSteeringGain() const gameplay::PhysicsVehicle
getType() const gameplay::PhysicsVehicle [virtual]
getWheel(unsigned int i)gameplay::PhysicsVehicle
getWheelCount() const gameplay::PhysicsVehicle
GHOST_OBJECT enum valuegameplay::PhysicsCollisionObject
isDynamic() const gameplay::PhysicsCollisionObject
isEnabled() const gameplay::PhysicsCollisionObject
isKinematic() const gameplay::PhysicsCollisionObject
isStatic() const gameplay::PhysicsCollisionObject
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
reset()gameplay::PhysicsVehicle
RIGID_BODY enum valuegameplay::PhysicsCollisionObject
setBoost(float boostSpeed, float boostGain)gameplay::PhysicsVehicle
setBrakedown(float brakedownStart, float brakedownFull)gameplay::PhysicsVehicle
setBrakingForce(float brakingForce)gameplay::PhysicsVehicle
setDownforce(float downforce)gameplay::PhysicsVehicle
setDrivedown(float drivedownStart, float drivedownFull)gameplay::PhysicsVehicle
setDrivingForce(float drivingForce)gameplay::PhysicsVehicle
setEnabled(bool enable)gameplay::PhysicsVehicle
setSteerdown(float steerdownSpeed, float steerdownGain)gameplay::PhysicsVehicle
setSteeringGain(float steeringGain)gameplay::PhysicsVehicle
Type enum namegameplay::PhysicsCollisionObject
update(float elapsedTime, float steering, float braking, float driving)gameplay::PhysicsVehicle
VEHICLE enum valuegameplay::PhysicsCollisionObject
VEHICLE_WHEEL enum valuegameplay::PhysicsCollisionObject
~PhysicsCollisionObject()gameplay::PhysicsCollisionObject [virtual]
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