CrystalSpace

Public API Reference

CS::Physics::iPhysicalSystem Member List

This is the complete list of members for CS::Physics::iPhysicalSystem, including all inherited members.
AddRefOwner(void **ref_owner, CS::Threading::Mutex *mutex)=0iBase [pure virtual]
CreateCollider()=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderBox(const csVector3 &size)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderCapsule(float length, float radius)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderConcaveMesh(iTriangleMesh *mesh, bool dynamicEnabled=false)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderConcaveMeshScaled(iColliderConcaveMesh *collider, const csVector3 &scale)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderCone(float length, float radius)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderConvexMesh(iTriangleMesh *mesh)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderCylinder(float length, float radius)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderPlane(const csPlane3 &plane)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateColliderSphere(float radius)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateCollisionActorFactory(CS::Collisions::iCollider *collider=nullptr)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateCollisionGroup(const char *name)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateCollisionObjectFactory(CS::Collisions::iCollider *collider=nullptr)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateCollisionSector(iSector *sector=nullptr)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateCollisionTerrainFactory(iTerrainFactory *terrain)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateConeTwistJointFactory(float swingSpan1, float swingSpan2, float twistSpan)=0CS::Physics::iPhysicalSystem [pure virtual]
CreateGhostCollisionObjectFactory(CS::Collisions::iCollider *collider=nullptr)=0CS::Collisions::iCollisionSystem [pure virtual]
CreateHingeJointFactory(float minAngle, float maxAngle, int axis)=0CS::Physics::iPhysicalSystem [pure virtual]
CreateJointFactory()=0CS::Physics::iPhysicalSystem [pure virtual]
CreateP2PJointFactory()=0CS::Physics::iPhysicalSystem [pure virtual]
CreatePivotJointFactory()=0CS::Physics::iPhysicalSystem [pure virtual]
CreateRigidBodyFactory(CS::Collisions::iCollider *collider=nullptr)=0CS::Physics::iPhysicalSystem [pure virtual]
CreateSlideJointFactory(float minDist, float maxDist, float minAngle, float maxAngle, int axis)=0CS::Physics::iPhysicalSystem [pure virtual]
CreateSoftAngularJointFactory(int axis)=0CS::Physics::iPhysicalSystem [pure virtual]
CreateSoftClothFactory()=0CS::Physics::iPhysicalSystem [pure virtual]
CreateSoftLinearJointFactory()=0CS::Physics::iPhysicalSystem [pure virtual]
CreateSoftMeshFactory()=0CS::Physics::iPhysicalSystem [pure virtual]
CreateSoftRopeFactory()=0CS::Physics::iPhysicalSystem [pure virtual]
CreateVehicleFactory(CS::Collisions::iCollider *collider=nullptr)=0CS::Physics::iPhysicalSystem [pure virtual]
CreateVehicleWheelFactory()=0CS::Physics::iPhysicalSystem [pure virtual]
DebugDraw(iView *rview)=0CS::Physics::iPhysicalSystem [pure virtual]
DebugDraw(iGraphics3D *g3d, iCamera *camera)=0CS::Physics::iPhysicalSystem [pure virtual]
DecRef()=0iBase [pure virtual]
DeleteAll()=0CS::Collisions::iCollisionSystem [pure virtual]
DeleteCollisionSector(iCollisionSector *sector)=0CS::Collisions::iCollisionSystem [pure virtual]
DeleteCollisionSectors()=0CS::Collisions::iCollisionSystem [pure virtual]
DumpProfile(bool resetProfile=true)=0CS::Physics::iPhysicalSystem [pure virtual]
FindCollisionGroup(const char *name) const =0CS::Collisions::iCollisionSystem [pure virtual]
FindCollisionSector(const iSector *sceneSector)=0CS::Collisions::iCollisionSystem [pure virtual]
FindCollisionSector(const char *name)=0CS::Collisions::iCollisionSystem [pure virtual]
GetAngularDamping() const =0CS::Physics::iPhysicalSystem [pure virtual]
GetCollisionGroup(size_t index) const =0CS::Collisions::iCollisionSystem [pure virtual]
GetCollisionGroupCount() const =0CS::Collisions::iCollisionSystem [pure virtual]
GetCollisionSector(size_t index)=0CS::Collisions::iCollisionSystem [pure virtual]
GetCollisionSectorCount() const =0CS::Collisions::iCollisionSystem [pure virtual]
GetDebugMode()=0CS::Physics::iPhysicalSystem [pure virtual]
GetDynamicConcaveEnabled() const =0CS::Physics::iPhysicalSystem [pure virtual]
GetInterfaceMetadata()=0iBase [pure virtual]
GetInternalScale() const =0CS::Physics::iPhysicalSystem [pure virtual]
GetLinearDamping() const =0CS::Physics::iPhysicalSystem [pure virtual]
GetRefCount()=0iBase [pure virtual]
GetSimulationSpeed() const =0CS::Collisions::iCollisionSystem [pure virtual]
GetSoftBodyEnabled() const =0CS::Physics::iPhysicalSystem [pure virtual]
IncRef()=0iBase [pure virtual]
QueryInterface(scfInterfaceID iInterfaceID, int iVersion)=0iBase [pure virtual]
QueryPhysicalSystem()=0CS::Collisions::iCollisionSystem [pure virtual]
RemoveRefOwner(void **ref_owner)=0iBase [pure virtual]
SetAngularDamping(float damping)=0CS::Physics::iPhysicalSystem [pure virtual]
SetAutoDisableParams(float linear, float angular, float time)=0CS::Physics::iPhysicalSystem [pure virtual]
SetDebugMode(DebugMode mode)=0CS::Physics::iPhysicalSystem [pure virtual]
SetDynamicConcaveEnabled(bool enabled)=0CS::Physics::iPhysicalSystem [pure virtual]
SetInternalScale(float scale)=0CS::Physics::iPhysicalSystem [pure virtual]
SetLinearDamping(float damping)=0CS::Physics::iPhysicalSystem [pure virtual]
SetSimulationSpeed(float speed)=0CS::Collisions::iCollisionSystem [pure virtual]
SetSoftBodyEnabled(bool enabled)=0CS::Physics::iPhysicalSystem [pure virtual]
SetStepParameters(float timeStep, size_t maxSteps, size_t iterations)=0CS::Physics::iPhysicalSystem [pure virtual]
StartProfile()=0CS::Physics::iPhysicalSystem [pure virtual]
StepSimulation(float duration)=0CS::Physics::iPhysicalSystem [pure virtual]
StopProfile()=0CS::Physics::iPhysicalSystem [pure virtual]
~iBase()iBase [inline, protected, virtual]

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