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gameplay::PhysicsVehicleWheel Member List
This is the complete list of members for gameplay::PhysicsVehicleWheel, 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 |
CHARACTER enum value | gameplay::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 value | gameplay::PhysicsCollisionObject |
isDynamic() const | gameplay::PhysicsCollisionObject |
isEnabled() const | gameplay::PhysicsCollisionObject |
isKinematic() const | gameplay::PhysicsCollisionObject |
isStatic() const | gameplay::PhysicsCollisionObject |
isSteerable() const | gameplay::PhysicsVehicleWheel |
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 |
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 name | gameplay::PhysicsCollisionObject |
VEHICLE enum value | gameplay::PhysicsCollisionObject |
VEHICLE_WHEEL enum value | gameplay::PhysicsCollisionObject |
~PhysicsCollisionObject() | gameplay::PhysicsCollisionObject | `[virtual]`

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