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gameplay::PhysicsCharacter Member List
This is the complete list of members for gameplay::PhysicsCharacter, including all inherited members.

_collisionShape | gameplay::PhysicsCollisionObject | `[protected]`
_enabled | gameplay::PhysicsCollisionObject | `[protected]`
_ghostObject | gameplay::PhysicsGhostObject | `[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 |
CHARACTER enum value | gameplay::PhysicsCollisionObject |
collidesWith(PhysicsCollisionObject *object) const | gameplay::PhysicsCollisionObject |
getCollisionObject() const | gameplay::PhysicsCharacter | `[protected, virtual]`
getCollisionShape() const | gameplay::PhysicsCollisionObject |
getCurrentVelocity() const | gameplay::PhysicsCharacter |
getMaxSlopeAngle() const | gameplay::PhysicsCharacter |
getMaxStepHeight() const | gameplay::PhysicsCharacter |
getNode() const | gameplay::PhysicsCollisionObject |
getShapeType() const | gameplay::PhysicsCollisionObject |
getType() const | gameplay::PhysicsCharacter | `[virtual]`
GHOST_OBJECT enum value | gameplay::PhysicsCollisionObject |
isDynamic() const | gameplay::PhysicsCollisionObject |
isEnabled() const | gameplay::PhysicsCollisionObject |
isKinematic() const | gameplay::PhysicsCollisionObject |
isPhysicsEnabled() const | gameplay::PhysicsCharacter |
isStatic() const | gameplay::PhysicsCollisionObject |
jump(float height, bool force=false) | gameplay::PhysicsCharacter |
NONE enum value | gameplay::PhysicsCollisionObject |
PhysicsCollisionObject(Node *node, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT) | gameplay::PhysicsCollisionObject | `[protected]`
PhysicsGhostObject(Node *node, const PhysicsCollisionShape::Definition &shape, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT) | gameplay::PhysicsGhostObject | `[protected]`
removeCollisionListener(CollisionListener *listener, PhysicsCollisionObject *object=NULL) | gameplay::PhysicsCollisionObject |
removeCollisionListener(const char *function, PhysicsCollisionObject *object=NULL) | gameplay::PhysicsCollisionObject |
resetVelocityState() | gameplay::PhysicsCharacter |
RIGID_BODY enum value | gameplay::PhysicsCollisionObject |
rotate(const Vector3 &axis, float angle) | gameplay::PhysicsCharacter |
rotate(const Quaternion &rotation) | gameplay::PhysicsCharacter |
setEnabled(bool enable) | gameplay::PhysicsCollisionObject |
setForwardVelocity(float velocity=1.0f) | gameplay::PhysicsCharacter |
setMaxSlopeAngle(float angle) | gameplay::PhysicsCharacter |
setMaxStepHeight(float height) | gameplay::PhysicsCharacter |
setPhysicsEnabled(bool enabled) | gameplay::PhysicsCharacter |
setRightVelocity(float velocity=1.0f) | gameplay::PhysicsCharacter |
setRotation(const Vector3 &axis, float angle) | gameplay::PhysicsCharacter |
setRotation(const Quaternion &rotation) | gameplay::PhysicsCharacter |
setVelocity(const Vector3 &velocity) | gameplay::PhysicsCharacter |
setVelocity(float x, float y, float z) | gameplay::PhysicsCharacter |
transformChanged(Transform *transform, long cookie) | gameplay::PhysicsGhostObject | `[virtual]`
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]`
~PhysicsGhostObject() | gameplay::PhysicsGhostObject | `[protected, virtual]`

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