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- <li class="navelem"><b>gameplay</b> </li>
- <li class="navelem"><a class="el" href="classgameplay_1_1_physics_character.html">PhysicsCharacter</a> </li>
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- This is the complete list of members for <a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a>, including all inherited members.<table>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#ab81c354d53e0cad80b064d5e9ad40bd9">_collisionShape</a></td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td><code> [protected]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a8d5a2ea2f573d43542e590d40657cfb2">_enabled</a></td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td><code> [protected]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_ghost_object.html#a70a8311409142d29abe33970ad32fe2e">_ghostObject</a></td><td><a class="el" href="classgameplay_1_1_physics_ghost_object.html">gameplay::PhysicsGhostObject</a></td><td><code> [protected]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a4bd75a609b534a04703af2022f073432">_node</a></td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td><code> [protected]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a1dfa1f422906cfbbaa2a0f48f1e8dbdc">_scriptListeners</a></td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td><code> [protected]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a68d67aa4485d13646b5a735b1264a6ce">addCollisionListener</a>(CollisionListener *listener, PhysicsCollisionObject *object=NULL)</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a7d5aa64d146597047f37ca1f41cbf21c">addCollisionListener</a>(const char *function, PhysicsCollisionObject *object=NULL)</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463ea0ea1b525bda57a5cceb5daf9969340d4">CHARACTER</a> enum value</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#ac513d80d3c52b38bc6194ac190a7ae48">collidesWith</a>(PhysicsCollisionObject *object) const </td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#aac150c2dc76bf492747c2e6d8c1371e5">getCollisionObject</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td><code> [protected, virtual]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a3b805e66d1a19a1205384401d3765bc9">getCollisionShape</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a1666989f683cb1b9aecf1d9c7048fe55">getCurrentVelocity</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a64bdd61fdd5f67a2f9f3a4afe7171cd9">getMaxSlopeAngle</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a2d15df47bb023196137c7f7ede3411d7">getMaxStepHeight</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a73a730ce9131bf2f04cec61543219b08">getNode</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#abfb0539760291aa239e2c081bcb31282">getShapeType</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a5de393cc5dc5eadd102b2cc9d366ee04">getType</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td><code> [virtual]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463ead53b782e6493799fe204347a135c5b0f">GHOST_OBJECT</a> enum value</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#ac65a05184e3970b805246d729104f4c1">isDynamic</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a6045d4fd99339f7f062a2d5511f75d1a">isEnabled</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a74cf7be1b865894bf9a38fb234164f3b">isKinematic</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#aacea3c9523ba79ad9cd7a13e0a61aa53">isPhysicsEnabled</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a13e62b65af599df7946aa56ab576f1c2">isStatic</a>() const </td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a34b98f668eb4222ba844bc22a9aa8d9b">jump</a>(float height, bool force=false)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463ea029d6253cd9568502b63edec460ee0ce">NONE</a> enum value</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#af4f8dbddf11f30f0e17be3bbb8e7b9b4">PhysicsCollisionObject</a>(Node *node, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT)</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td><code> [protected]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_ghost_object.html#a5e9db1882b69868a84b2fafe6c533c32">PhysicsGhostObject</a>(Node *node, const PhysicsCollisionShape::Definition &shape, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT)</td><td><a class="el" href="classgameplay_1_1_physics_ghost_object.html">gameplay::PhysicsGhostObject</a></td><td><code> [protected]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a39c1515bad6af4d4061363b52bb6ad84">removeCollisionListener</a>(CollisionListener *listener, PhysicsCollisionObject *object=NULL)</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a2387d311b13f8bf70ab8908ef31343f7">removeCollisionListener</a>(const char *function, PhysicsCollisionObject *object=NULL)</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#aa138dcf05179cace1b0a9cc44378612b">resetVelocityState</a>()</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463ea07cc1b95ca294433692b4d81591cff82">RIGID_BODY</a> enum value</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#ab46f2970653a9253158553fee1f0d64b">rotate</a>(const Vector3 &axis, float angle)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a29996f780c7338659d8ddeb4317851c3">rotate</a>(const Quaternion &rotation)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a8f4aeab962d1a1f1db4039de8a84b3bc">setEnabled</a>(bool enable)</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#acb709cbdc29547132ca06dc9e630fbf3">setForwardVelocity</a>(float velocity=1.0f)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a1e82d613d55019ccb8395d4f8f35bb03">setMaxSlopeAngle</a>(float angle)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#ae0e061bdd5a6da2c5edc71f30770ded5">setMaxStepHeight</a>(float height)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#ad26ebb67b5336761f382b163ac5bb556">setPhysicsEnabled</a>(bool enabled)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a8861777624baf4a46e4dc144fbffe0e1">setRightVelocity</a>(float velocity=1.0f)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#ac9fad77eece5ebc6cf5926c6a3bd6056">setRotation</a>(const Vector3 &axis, float angle)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a81968668406e468a4edf2a5c2c189d3b">setRotation</a>(const Quaternion &rotation)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a816c05fec786e3afb18ee6a06047d949">setVelocity</a>(const Vector3 &velocity)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_character.html#a37d5bbab04b7b31017205ebfb5ac25ea">setVelocity</a>(float x, float y, float z)</td><td><a class="el" href="classgameplay_1_1_physics_character.html">gameplay::PhysicsCharacter</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_ghost_object.html#a4d0c7eca2945729a3c3598cbfa248786">transformChanged</a>(Transform *transform, long cookie)</td><td><a class="el" href="classgameplay_1_1_physics_ghost_object.html">gameplay::PhysicsGhostObject</a></td><td><code> [virtual]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463e">Type</a> enum name</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463ea1dca7e68482bbb04661ddd74cb078009">VEHICLE</a> enum value</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463ea1eaecb5422b90503505e6bbbd6173591">VEHICLE_WHEEL</a> enum value</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td></td></tr>
- <tr bgcolor="#f0f0f0"><td><b>~Listener</b>() (defined in <a class="el" href="classgameplay_1_1_transform_1_1_listener.html">gameplay::Transform::Listener</a>)</td><td><a class="el" href="classgameplay_1_1_transform_1_1_listener.html">gameplay::Transform::Listener</a></td><td><code> [inline, virtual]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_collision_object.html#a009146cdded1d56739a43a27a1784a1f">~PhysicsCollisionObject</a>()</td><td><a class="el" href="classgameplay_1_1_physics_collision_object.html">gameplay::PhysicsCollisionObject</a></td><td><code> [virtual]</code></td></tr>
- <tr class="memlist"><td><a class="el" href="classgameplay_1_1_physics_ghost_object.html#a88e6f30a00853d8a402e067f812cec67">~PhysicsGhostObject</a>()</td><td><a class="el" href="classgameplay_1_1_physics_ghost_object.html">gameplay::PhysicsGhostObject</a></td><td><code> [protected, virtual]</code></td></tr>
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