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- <!-- doxytag: class="gameplay::PhysicsRigidBody" --><!-- doxytag: inherits="gameplay::PhysicsCollisionObject,gameplay::Transform::Listener" -->
- <p><code>#include <PhysicsRigidBody.h></code></p>
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- Inheritance diagram for gameplay::PhysicsRigidBody:</div>
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- <tr><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="structgameplay_1_1_physics_rigid_body_1_1_parameters.html">Parameters</a></td></tr>
- <tr><td colspan="2"><h2><a name="pub-methods"></a>
- Public Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463e">PhysicsCollisionObject::Type</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a5bea09a08f4a5bcdbbcad16ce66cf218">getType</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a0eeb3490008ba8cb46450d591f7e5edc">getMass</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#aac0d3cfe9b879b9b64ea06b2995bae13">getFriction</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a1a0b718232a1c06da4d3fd6f6f944390">setFriction</a> (float friction)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a63bdd9c197aa504a0261db516a8dcf0a">getRestitution</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#af6d151de117aa6a66f5bcfbf95a3ab0d">setRestitution</a> (float restitution)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#af73a81428c16adde683cae7777820136">getLinearDamping</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a560efbb29f8e6a47837db387e903a414">getAngularDamping</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a693639ad16f5c35ed773402204c26f09">setDamping</a> (float linearDamping, float angularDamping)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a047602b34cc87e01ea5d511c38f92d37">getLinearVelocity</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#aeb88e1d5cbe769983cc07d5927c46c4b">setLinearVelocity</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &velocity)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#ae8911c504622b9be90dc784531aa3f9b">setLinearVelocity</a> (float x, float y, float z)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a6bf71bf3bd25020fc1f652e010eefef8">getAngularVelocity</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#ae7a6f21702a5cabf0e84d6a53f11f410">setAngularVelocity</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &velocity)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#aa57a8eaa123f63251561920c053c20de">setAngularVelocity</a> (float x, float y, float z)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#af99967e27218d24c93b55d706772ca4b">getAnisotropicFriction</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a9d7eafea64a5e9189b4a65a1853052f7">setAnisotropicFriction</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &friction)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#afe1e5889f574e9b1d5b4fd5c63cb8d88">setAnisotropicFriction</a> (float x, float y, float z)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a153061a1c10fdeec004e2c1e82357f83">getGravity</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a9d8b00f62704fcf3202376985b08aca8">setGravity</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &gravity)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a3b8d050b96abbbcb091b7f6740e96b19">setGravity</a> (float x, float y, float z)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a4f21d44e33ff18e79eca0c7ac1678dd4">getAngularFactor</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a7983318c07aef4e2a47957c62cf03c2d">setAngularFactor</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &angularFactor)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a20e509851951085103c93c03d413a6d1">setAngularFactor</a> (float x, float y, float z)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a38a07d694eb67f499d5d26bb59b24203">getLinearFactor</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#ac388af3c0e8ee164da312f14f8de3cd5">setLinearFactor</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &linearFactor)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a7564d85c7129bfb7ea90056d5028499e">setLinearFactor</a> (float x, float y, float z)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a2eabfc0bab5ab7b5ef2c98ff63370145">setKinematic</a> (bool kinematic)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a2197beb224bd4f7f008a01aad866e112">setEnabled</a> (bool enable)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#aadeefeea420fffa661f342b02a706237">getHeight</a> (float x, float z) const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a7ce7a6c03c7f515b1954ce7c4fdd7f39">isStatic</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a0cfa434c0c1a9d5d9c9fa40c91b4a06b">applyForce</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &force, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> *relativePosition=NULL)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a4bf94de32676004d7aad713a53726da2">applyImpulse</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &impulse, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> *relativePosition=NULL)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a91fdb2c5d66200a2b57958b16a1a8bb3">applyTorque</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &torque)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#ad16be643066e9d72e6f650053442379d">applyTorqueImpulse</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &torque)</td></tr>
- <tr><td colspan="2"><h2><a name="pro-methods"></a>
- Protected Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">btCollisionObject * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_rigid_body.html#a0542fd62b1949e5f0f49fe94c4917509">getCollisionObject</a> () const </td></tr>
- </table>
- <hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
- <div class="textblock"><p>Defines a class for physics rigid bodies.</p>
- <p>A rigid body can receive forces and torque to make your objects react to other collision objects around it.</p>
- <dl class="see"><dt><b>See also:</b></dt><dd><a href="http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects">http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects</a> </dd></dl>
- </div><hr/><h2>Member Function Documentation</h2>
- <a class="anchor" id="a0cfa434c0c1a9d5d9c9fa40c91b4a06b"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::applyForce" ref="a0cfa434c0c1a9d5d9c9fa40c91b4a06b" args="(const Vector3 &force, const Vector3 *relativePosition=NULL)" -->
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- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a0cfa434c0c1a9d5d9c9fa40c91b4a06b">gameplay::PhysicsRigidBody::applyForce</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>force</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> * </td>
- <td class="paramname"><em>relativePosition</em> = <code>NULL</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Applies the given force to the rigid body (optionally, from the given relative position). Note that the total force applied depends on the duration of the next frame. If you want to apply an "impulse" irrespective of the frame duration, consider using applyImpulse.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">force</td><td>The force to be applied. </td></tr>
- <tr><td class="paramname">relativePosition</td><td>The relative position from which to apply the force. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a4bf94de32676004d7aad713a53726da2"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::applyImpulse" ref="a4bf94de32676004d7aad713a53726da2" args="(const Vector3 &impulse, const Vector3 *relativePosition=NULL)" -->
- <div class="memitem">
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- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a4bf94de32676004d7aad713a53726da2">gameplay::PhysicsRigidBody::applyImpulse</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>impulse</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> * </td>
- <td class="paramname"><em>relativePosition</em> = <code>NULL</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Applies the given force impulse to the rigid body (optionally, from the given relative position).</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">impulse</td><td>The force impulse to be applied. </td></tr>
- <tr><td class="paramname">relativePosition</td><td>The relative position from which to apply the force. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a91fdb2c5d66200a2b57958b16a1a8bb3"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::applyTorque" ref="a91fdb2c5d66200a2b57958b16a1a8bb3" args="(const Vector3 &torque)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a91fdb2c5d66200a2b57958b16a1a8bb3">gameplay::PhysicsRigidBody::applyTorque</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>torque</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Applies the given torque to the rigid body.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">torque</td><td>The torque to be applied. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ad16be643066e9d72e6f650053442379d"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::applyTorqueImpulse" ref="ad16be643066e9d72e6f650053442379d" args="(const Vector3 &torque)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#ad16be643066e9d72e6f650053442379d">gameplay::PhysicsRigidBody::applyTorqueImpulse</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>torque</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Applies the given torque impulse to the rigid body.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">torque</td><td>The torque impulse to be applied. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a560efbb29f8e6a47837db387e903a414"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getAngularDamping" ref="a560efbb29f8e6a47837db387e903a414" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">float <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a560efbb29f8e6a47837db387e903a414">gameplay::PhysicsRigidBody::getAngularDamping</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the rigid body's angular damping.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The angular damping. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a4f21d44e33ff18e79eca0c7ac1678dd4"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getAngularFactor" ref="a4f21d44e33ff18e79eca0c7ac1678dd4" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
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- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a4f21d44e33ff18e79eca0c7ac1678dd4">gameplay::PhysicsRigidBody::getAngularFactor</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the rigid body's angular factor.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The angular factor. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a6bf71bf3bd25020fc1f652e010eefef8"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getAngularVelocity" ref="a6bf71bf3bd25020fc1f652e010eefef8" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a6bf71bf3bd25020fc1f652e010eefef8">gameplay::PhysicsRigidBody::getAngularVelocity</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the rigid body's angular velocity.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The angular velocity. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="af99967e27218d24c93b55d706772ca4b"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getAnisotropicFriction" ref="af99967e27218d24c93b55d706772ca4b" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_physics_rigid_body.html#af99967e27218d24c93b55d706772ca4b">gameplay::PhysicsRigidBody::getAnisotropicFriction</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the rigid body's anisotropic friction.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The anisotropic friction. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a0542fd62b1949e5f0f49fe94c4917509"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getCollisionObject" ref="a0542fd62b1949e5f0f49fe94c4917509" args="() const " -->
- <div class="memitem">
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- <td class="memname">btCollisionObject* <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a0542fd62b1949e5f0f49fe94c4917509">gameplay::PhysicsRigidBody::getCollisionObject</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [protected, virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <dl class="see"><dt><b>See also:</b></dt><dd><a class="el" href="classgameplay_1_1_physics_collision_object.html#a6b73ee70151c9d46e58620660347aede">PhysicsCollisionObject::getCollisionObject</a> </dd></dl>
- <p>Implements <a class="el" href="classgameplay_1_1_physics_collision_object.html#a6b73ee70151c9d46e58620660347aede">gameplay::PhysicsCollisionObject</a>.</p>
- </div>
- </div>
- <a class="anchor" id="aac0d3cfe9b879b9b64ea06b2995bae13"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getFriction" ref="aac0d3cfe9b879b9b64ea06b2995bae13" args="() const " -->
- <div class="memitem">
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- <table class="memname">
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- <td class="memname">float <a class="el" href="classgameplay_1_1_physics_rigid_body.html#aac0d3cfe9b879b9b64ea06b2995bae13">gameplay::PhysicsRigidBody::getFriction</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the rigid body's friction.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The friction. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a153061a1c10fdeec004e2c1e82357f83"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getGravity" ref="a153061a1c10fdeec004e2c1e82357f83" args="() const " -->
- <div class="memitem">
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- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a153061a1c10fdeec004e2c1e82357f83">gameplay::PhysicsRigidBody::getGravity</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the gravity that affects the rigid body (this can be different from the global gravity; </p>
- <dl class="see"><dt><b>See also:</b></dt><dd>setGravity(Vector3)).</dd></dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The gravity. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="aadeefeea420fffa661f342b02a706237"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getHeight" ref="aadeefeea420fffa661f342b02a706237" args="(float x, float z) const " -->
- <div class="memitem">
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- <td class="memname">float <a class="el" href="classgameplay_1_1_physics_rigid_body.html#aadeefeea420fffa661f342b02a706237">gameplay::PhysicsRigidBody::getHeight</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>x</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>z</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the height at the given point (only for rigid bodies of type HEIGHTFIELD).</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">x</td><td>The x position, in world space. </td></tr>
- <tr><td class="paramname">z</td><td>The z position, in world space. </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The height at the given point, or zero if this is not a heightfield rigid body. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="af73a81428c16adde683cae7777820136"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getLinearDamping" ref="af73a81428c16adde683cae7777820136" args="() const " -->
- <div class="memitem">
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- <td class="memname">float <a class="el" href="classgameplay_1_1_physics_rigid_body.html#af73a81428c16adde683cae7777820136">gameplay::PhysicsRigidBody::getLinearDamping</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the rigid body's linear damping.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The linear damping. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a38a07d694eb67f499d5d26bb59b24203"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getLinearFactor" ref="a38a07d694eb67f499d5d26bb59b24203" args="() const " -->
- <div class="memitem">
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- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a38a07d694eb67f499d5d26bb59b24203">gameplay::PhysicsRigidBody::getLinearFactor</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the rigid body's linear factor.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The linear factor. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a047602b34cc87e01ea5d511c38f92d37"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getLinearVelocity" ref="a047602b34cc87e01ea5d511c38f92d37" args="() const " -->
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- <td class="memname"><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a047602b34cc87e01ea5d511c38f92d37">gameplay::PhysicsRigidBody::getLinearVelocity</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the rigid body's linear velocity.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The linear velocity. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a0eeb3490008ba8cb46450d591f7e5edc"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getMass" ref="a0eeb3490008ba8cb46450d591f7e5edc" args="() const " -->
- <div class="memitem">
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- <table class="memname">
- <tr>
- <td class="memname">float <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a0eeb3490008ba8cb46450d591f7e5edc">gameplay::PhysicsRigidBody::getMass</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the rigid body's mass.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The mass. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a63bdd9c197aa504a0261db516a8dcf0a"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getRestitution" ref="a63bdd9c197aa504a0261db516a8dcf0a" args="() const " -->
- <div class="memitem">
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- <td class="memname">float <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a63bdd9c197aa504a0261db516a8dcf0a">gameplay::PhysicsRigidBody::getRestitution</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the rigid body's restitution.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The restitution. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a5bea09a08f4a5bcdbbcad16ce66cf218"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::getType" ref="a5bea09a08f4a5bcdbbcad16ce66cf218" args="() const " -->
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- <td class="memname"><a class="el" href="classgameplay_1_1_physics_collision_object.html#a99aa09f043883dcd33865cd582de463e">PhysicsCollisionObject::Type</a> <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a5bea09a08f4a5bcdbbcad16ce66cf218">gameplay::PhysicsRigidBody::getType</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <dl class="see"><dt><b>See also:</b></dt><dd><a class="el" href="classgameplay_1_1_physics_collision_object.html#a233b0ebcd96ddb3935bff0b9729bba58">PhysicsCollisionObject::getType</a> </dd></dl>
- <p>Implements <a class="el" href="classgameplay_1_1_physics_collision_object.html#a233b0ebcd96ddb3935bff0b9729bba58">gameplay::PhysicsCollisionObject</a>.</p>
- </div>
- </div>
- <a class="anchor" id="a7ce7a6c03c7f515b1954ce7c4fdd7f39"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::isStatic" ref="a7ce7a6c03c7f515b1954ce7c4fdd7f39" args="() const " -->
- <div class="memitem">
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- <table class="memname">
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- <td class="memname">bool <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a7ce7a6c03c7f515b1954ce7c4fdd7f39">gameplay::PhysicsRigidBody::isStatic</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets whether the rigid body is a static rigid body or not.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Whether the rigid body is static. </dd></dl>
- <p>Reimplemented from <a class="el" href="classgameplay_1_1_physics_collision_object.html#a13e62b65af599df7946aa56ab576f1c2">gameplay::PhysicsCollisionObject</a>.</p>
- </div>
- </div>
- <a class="anchor" id="a7983318c07aef4e2a47957c62cf03c2d"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setAngularFactor" ref="a7983318c07aef4e2a47957c62cf03c2d" args="(const Vector3 &angularFactor)" -->
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- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a7983318c07aef4e2a47957c62cf03c2d">gameplay::PhysicsRigidBody::setAngularFactor</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>angularFactor</em></td><td>)</td>
- <td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's angular factor. x, y, z coordinates correspond to world space rotation along these axes. Use 1.0 to allow or 0.0 to disallow rotation along certain axis.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">angularFactor</td><td>angular factor vector </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a20e509851951085103c93c03d413a6d1"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setAngularFactor" ref="a20e509851951085103c93c03d413a6d1" args="(float x, float y, float z)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a7983318c07aef4e2a47957c62cf03c2d">gameplay::PhysicsRigidBody::setAngularFactor</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>x</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>y</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>z</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's angular factor. x, y, z coordinates correspond to world space rotation along these axes. Use 1.0 to allow or 0.0 to disallow rotation along certain axis.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">x</td><td>The x coordinate of the angular factor vector. </td></tr>
- <tr><td class="paramname">y</td><td>The y coordinate of the angular factor vector. </td></tr>
- <tr><td class="paramname">z</td><td>The z coordinate of the angular factor vector. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ae7a6f21702a5cabf0e84d6a53f11f410"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setAngularVelocity" ref="ae7a6f21702a5cabf0e84d6a53f11f410" args="(const Vector3 &velocity)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#ae7a6f21702a5cabf0e84d6a53f11f410">gameplay::PhysicsRigidBody::setAngularVelocity</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>velocity</em></td><td>)</td>
- <td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's angular velocity.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">velocity</td><td>The angular velocity. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="aa57a8eaa123f63251561920c053c20de"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setAngularVelocity" ref="aa57a8eaa123f63251561920c053c20de" args="(float x, float y, float z)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#ae7a6f21702a5cabf0e84d6a53f11f410">gameplay::PhysicsRigidBody::setAngularVelocity</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>x</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>y</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>z</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's angular velocity.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">x</td><td>The x coordinate of the angular velocity vector. </td></tr>
- <tr><td class="paramname">y</td><td>The y coordinate of the angular velocity vector. </td></tr>
- <tr><td class="paramname">z</td><td>The z coordinate of the angular velocity vector. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a9d7eafea64a5e9189b4a65a1853052f7"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setAnisotropicFriction" ref="a9d7eafea64a5e9189b4a65a1853052f7" args="(const Vector3 &friction)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a9d7eafea64a5e9189b4a65a1853052f7">gameplay::PhysicsRigidBody::setAnisotropicFriction</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>friction</em></td><td>)</td>
- <td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's anisotropic friction.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">friction</td><td>The anisotropic friction. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="afe1e5889f574e9b1d5b4fd5c63cb8d88"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setAnisotropicFriction" ref="afe1e5889f574e9b1d5b4fd5c63cb8d88" args="(float x, float y, float z)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a9d7eafea64a5e9189b4a65a1853052f7">gameplay::PhysicsRigidBody::setAnisotropicFriction</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>x</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>y</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>z</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's anisotropic friction.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">x</td><td>The x coordinate of the anisotropic friction. </td></tr>
- <tr><td class="paramname">y</td><td>The y coordinate of the anisotropic friction. </td></tr>
- <tr><td class="paramname">z</td><td>The z coordinate of the anisotropic friction. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a693639ad16f5c35ed773402204c26f09"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setDamping" ref="a693639ad16f5c35ed773402204c26f09" args="(float linearDamping, float angularDamping)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a693639ad16f5c35ed773402204c26f09">gameplay::PhysicsRigidBody::setDamping</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>linearDamping</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>angularDamping</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's linear and angular damping.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">linearDamping</td><td>The linear damping; between 0.0 (minimum) and 1.0 (maximum). </td></tr>
- <tr><td class="paramname">angularDamping</td><td>The angular damping; between 0.0 (minimum) and 1.0 (maximum). </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a2197beb224bd4f7f008a01aad866e112"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setEnabled" ref="a2197beb224bd4f7f008a01aad866e112" args="(bool enable)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a2197beb224bd4f7f008a01aad866e112">gameplay::PhysicsRigidBody::setEnabled</a> </td>
- <td>(</td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>enable</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets whether the rigid body is enabled or disabled in the physics world.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">enable</td><td>true enables the collision object, false disables it. </td></tr>
- </table>
- </dd>
- </dl>
- <p>Reimplemented from <a class="el" href="classgameplay_1_1_physics_collision_object.html#a8f4aeab962d1a1f1db4039de8a84b3bc">gameplay::PhysicsCollisionObject</a>.</p>
- </div>
- </div>
- <a class="anchor" id="a1a0b718232a1c06da4d3fd6f6f944390"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setFriction" ref="a1a0b718232a1c06da4d3fd6f6f944390" args="(float friction)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a1a0b718232a1c06da4d3fd6f6f944390">gameplay::PhysicsRigidBody::setFriction</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>friction</em></td><td>)</td>
- <td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's friction.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">friction</td><td>The friction. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a9d8b00f62704fcf3202376985b08aca8"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setGravity" ref="a9d8b00f62704fcf3202376985b08aca8" args="(const Vector3 &gravity)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a9d8b00f62704fcf3202376985b08aca8">gameplay::PhysicsRigidBody::setGravity</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>gravity</em></td><td>)</td>
- <td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's gravity (this overrides the global gravity for this rigid body).</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">gravity</td><td>The gravity. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a3b8d050b96abbbcb091b7f6740e96b19"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setGravity" ref="a3b8d050b96abbbcb091b7f6740e96b19" args="(float x, float y, float z)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a9d8b00f62704fcf3202376985b08aca8">gameplay::PhysicsRigidBody::setGravity</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>x</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>y</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>z</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's gravity (this overrides the global gravity for this rigid body).</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">x</td><td>The x coordinate of the gravity vector. </td></tr>
- <tr><td class="paramname">y</td><td>The y coordinate of the gravity vector. </td></tr>
- <tr><td class="paramname">z</td><td>The z coordinate of the gravity vector. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a2eabfc0bab5ab7b5ef2c98ff63370145"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setKinematic" ref="a2eabfc0bab5ab7b5ef2c98ff63370145" args="(bool kinematic)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#a2eabfc0bab5ab7b5ef2c98ff63370145">gameplay::PhysicsRigidBody::setKinematic</a> </td>
- <td>(</td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>kinematic</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets whether the rigid body is a kinematic rigid body or not.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">kinematic</td><td>Whether the rigid body is kinematic or not. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ac388af3c0e8ee164da312f14f8de3cd5"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setLinearFactor" ref="ac388af3c0e8ee164da312f14f8de3cd5" args="(const Vector3 &linearFactor)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#ac388af3c0e8ee164da312f14f8de3cd5">gameplay::PhysicsRigidBody::setLinearFactor</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>linearFactor</em></td><td>)</td>
- <td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's linear factor. x, y, z coordinates correspond to world space motion along these axes. Use 1.0 to allow or 0.0 to disallow motion along certain axis.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">linearFactor</td><td>linear factor vector </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a7564d85c7129bfb7ea90056d5028499e"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setLinearFactor" ref="a7564d85c7129bfb7ea90056d5028499e" args="(float x, float y, float z)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#ac388af3c0e8ee164da312f14f8de3cd5">gameplay::PhysicsRigidBody::setLinearFactor</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>x</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>y</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>z</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's linear factor. x, y, z coordinates correspond to world space motion along these axes. Use 1.0 to allow or 0.0 to disallow motion along certain axis.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">x</td><td>The x coordinate of the linear factor vector. </td></tr>
- <tr><td class="paramname">y</td><td>The y coordinate of the linear factor vector. </td></tr>
- <tr><td class="paramname">z</td><td>The z coordinate of the linear factor vector. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="aeb88e1d5cbe769983cc07d5927c46c4b"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setLinearVelocity" ref="aeb88e1d5cbe769983cc07d5927c46c4b" args="(const Vector3 &velocity)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#aeb88e1d5cbe769983cc07d5927c46c4b">gameplay::PhysicsRigidBody::setLinearVelocity</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>velocity</em></td><td>)</td>
- <td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's linear velocity.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">velocity</td><td>The linear velocity. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ae8911c504622b9be90dc784531aa3f9b"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setLinearVelocity" ref="ae8911c504622b9be90dc784531aa3f9b" args="(float x, float y, float z)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#aeb88e1d5cbe769983cc07d5927c46c4b">gameplay::PhysicsRigidBody::setLinearVelocity</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>x</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>y</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>z</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the rigid body's linear velocity.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">x</td><td>The x coordinate of the linear velocity vector. </td></tr>
- <tr><td class="paramname">y</td><td>The y coordinate of the linear velocity vector. </td></tr>
- <tr><td class="paramname">z</td><td>The z coordinate of the linear velocity vector. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="af6d151de117aa6a66f5bcfbf95a3ab0d"></a><!-- doxytag: member="gameplay::PhysicsRigidBody::setRestitution" ref="af6d151de117aa6a66f5bcfbf95a3ab0d" args="(float restitution)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_rigid_body.html#af6d151de117aa6a66f5bcfbf95a3ab0d">gameplay::PhysicsRigidBody::setRestitution</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>restitution</em></td><td>)</td>
- <td><code> [inline]</code></td>
- </tr>
- </table>
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- <p>Sets the rigid body's restitution (or bounciness).</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">restitution</td><td>The restitution. </td></tr>
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