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gameplay::PhysicsVehicleWheel Member List
This is the complete list of members for gameplay::PhysicsVehicleWheel, 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
CHARACTER enum valuegameplay::PhysicsCollisionObject
collidesWith(PhysicsCollisionObject *object) const gameplay::PhysicsCollisionObject
getCollisionObject() const gameplay::PhysicsVehicleWheel [protected, virtual]
getCollisionShape() const gameplay::PhysicsCollisionObject
getFrictionBreakout() const gameplay::PhysicsVehicleWheel
getNode() const gameplay::PhysicsCollisionObject
getRollInfluence() const gameplay::PhysicsVehicleWheel
getShapeType() const gameplay::PhysicsCollisionObject
getStrutConnectionOffset(Vector3 *strutConnectionOffset) const gameplay::PhysicsVehicleWheel
getStrutDampingCompression() const gameplay::PhysicsVehicleWheel
getStrutDampingRelaxation() const gameplay::PhysicsVehicleWheel
getStrutForceMax() const gameplay::PhysicsVehicleWheel
getStrutRestLength() const gameplay::PhysicsVehicleWheel
getStrutStiffness() const gameplay::PhysicsVehicleWheel
getStrutTravelMax() const gameplay::PhysicsVehicleWheel
getType() const gameplay::PhysicsVehicleWheel [virtual]
getWheelAxle(Vector3 *wheelAxle) const gameplay::PhysicsVehicleWheel
getWheelDirection(Vector3 *wheelDirection) const gameplay::PhysicsVehicleWheel
getWheelRadius() const gameplay::PhysicsVehicleWheel
GHOST_OBJECT enum valuegameplay::PhysicsCollisionObject
isDynamic() const gameplay::PhysicsCollisionObject
isEnabled() const gameplay::PhysicsCollisionObject
isKinematic() const gameplay::PhysicsCollisionObject
isStatic() const gameplay::PhysicsCollisionObject
isSteerable() const gameplay::PhysicsVehicleWheel
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
setEnabled(bool enable)gameplay::PhysicsVehicleWheel
setFrictionBreakout(float frictionBreakout)gameplay::PhysicsVehicleWheel
setRollInfluence(float rollInfluence)gameplay::PhysicsVehicleWheel
setSteerable(bool steerable)gameplay::PhysicsVehicleWheel
setStrutConnectionOffset(const Vector3 &strutConnectionOffset)gameplay::PhysicsVehicleWheel
setStrutDampingCompression(float strutDampingCompression)gameplay::PhysicsVehicleWheel
setStrutDampingRelaxation(float strutDampingRelaxation)gameplay::PhysicsVehicleWheel
setStrutForceMax(float strutForceMax)gameplay::PhysicsVehicleWheel
setStrutRestLength(float strutRestLength)gameplay::PhysicsVehicleWheel
setStrutStiffness(float strutStiffness)gameplay::PhysicsVehicleWheel
setStrutTravelMax(float strutTravelMax)gameplay::PhysicsVehicleWheel
setWheelAxle(const Vector3 &wheelAxle)gameplay::PhysicsVehicleWheel
setWheelDirection(const Vector3 &wheelDirection)gameplay::PhysicsVehicleWheel
setWheelRadius(float wheelRadius)gameplay::PhysicsVehicleWheel
transform(Node *node) const gameplay::PhysicsVehicleWheel
Type enum namegameplay::PhysicsCollisionObject
VEHICLE enum valuegameplay::PhysicsCollisionObject
VEHICLE_WHEEL enum valuegameplay::PhysicsCollisionObject
~PhysicsCollisionObject()gameplay::PhysicsCollisionObject [virtual]
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