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gameplay::PhysicsRigidBody Member List
This is the complete list of members for gameplay::PhysicsRigidBody, 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]`

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