CrystalSpace

Public API Reference

CS::Physics::iRigidBody Member List

This is the complete list of members for CS::Physics::iRigidBody, including all inherited members.
AddForce(const csVector3 &force)=0CS::Physics::iPhysicalBody [pure virtual]
AddForceAtPos(const csVector3 &force, const csVector3 &pos)=0CS::Physics::iRigidBody [pure virtual]
AddForceAtRelPos(const csVector3 &force, const csVector3 &pos)=0CS::Physics::iRigidBody [pure virtual]
AddRefOwner(void **ref_owner, CS::Threading::Mutex *mutex)=0iBase [pure virtual]
AddRelForce(const csVector3 &force)=0CS::Physics::iRigidBody [pure virtual]
AddRelForceAtPos(const csVector3 &force, const csVector3 &pos)=0CS::Physics::iRigidBody [pure virtual]
AddRelForceAtRelPos(const csVector3 &force, const csVector3 &pos)=0CS::Physics::iRigidBody [pure virtual]
AddRelTorque(const csVector3 &torque)=0CS::Physics::iRigidBody [pure virtual]
AddTorque(const csVector3 &torque)=0CS::Physics::iRigidBody [pure virtual]
ApplyImpulse(const csVector3 &impulse, const csVector3 &position)=0CS::Physics::iRigidBody [pure virtual]
CS::Physics::iPhysicalBody::ApplyImpulse(const csVector3 &impulse)=0CS::Physics::iPhysicalBody [pure virtual]
ApplyTorque(const csVector3 &torque)=0CS::Physics::iRigidBody [pure virtual]
Collide(iCollisionObject *otherObject) const =0CS::Collisions::iCollisionObject [pure virtual]
DecRef()=0iBase [pure virtual]
GetAngularDamping()=0CS::Physics::iRigidBody [pure virtual]
GetAngularFactor() const =0CS::Physics::iRigidBody [pure virtual]
GetAngularVelocity() const =0CS::Physics::iRigidBody [pure virtual]
GetAttachedCamera() const =0CS::Collisions::iCollisionObject [pure virtual]
GetAttachedSceneNode() const =0CS::Collisions::iCollisionObject [pure virtual]
GetCollider() const =0CS::Collisions::iCollisionObject [pure virtual]
GetColliderTransform() const =0CS::Collisions::iCollisionObject [pure virtual]
GetCollisionCallback()=0CS::Collisions::iCollisionObject [pure virtual]
GetCollisionGroup() const =0CS::Collisions::iCollisionObject [pure virtual]
GetContactObject(size_t index)=0CS::Collisions::iCollisionObject [pure virtual]
GetContactObjectsCount()=0CS::Collisions::iCollisionObject [pure virtual]
GetDeactivable() const =0CS::Collisions::iCollisionObject [pure virtual]
GetDensity() const =0CS::Physics::iPhysicalBody [pure virtual]
GetElasticity()=0CS::Physics::iRigidBody [pure virtual]
GetEnabled() const =0CS::Physics::iPhysicalBody [pure virtual]
GetFriction() const =0CS::Physics::iPhysicalBody [pure virtual]
GetGravityEnabled() const =0CS::Physics::iPhysicalBody [pure virtual]
GetInterfaceMetadata()=0iBase [pure virtual]
GetKinematicCallback()=0CS::Physics::iRigidBody [pure virtual]
GetLinearDamping()=0CS::Physics::iRigidBody [pure virtual]
GetLinearVelocity() const =0CS::Physics::iPhysicalBody [pure virtual]
GetMass() const =0CS::Physics::iPhysicalBody [pure virtual]
GetObjectType() const =0CS::Collisions::iCollisionObject [pure virtual]
GetPhysicalObjectType() const =0CS::Physics::iPhysicalBody [pure virtual]
GetRefCount()=0iBase [pure virtual]
GetSector() const =0CS::Collisions::iCollisionObject [pure virtual]
GetState() const =0CS::Physics::iRigidBody [pure virtual]
GetTotalForce() const =0CS::Physics::iRigidBody [pure virtual]
GetTotalTorque() const =0CS::Physics::iRigidBody [pure virtual]
GetTransform() const =0CS::Collisions::iCollisionObject [pure virtual]
GetVolume() const =0CS::Physics::iPhysicalBody [pure virtual]
HitBeam(const csVector3 &start, const csVector3 &end) const =0CS::Collisions::iCollisionObject [pure virtual]
IncRef()=0iBase [pure virtual]
IsDynamic() const =0CS::Physics::iPhysicalBody [pure virtual]
QueryCollisionActor()=0CS::Collisions::iCollisionObject [pure virtual]
QueryInterface(scfInterfaceID iInterfaceID, int iVersion)=0iBase [pure virtual]
QueryObject(void)=0CS::Collisions::iCollisionObject [pure virtual]
QueryPhysicalBody()=0CS::Collisions::iCollisionObject [pure virtual]
QueryRigidBody()=0CS::Physics::iPhysicalBody [pure virtual]
QuerySoftBody()=0CS::Physics::iPhysicalBody [pure virtual]
RemoveRefOwner(void **ref_owner)=0iBase [pure virtual]
SetAngularDamping(float d)=0CS::Physics::iRigidBody [pure virtual]
SetAngularFactor(const csVector3 &f)=0CS::Physics::iRigidBody [pure virtual]
SetAngularVelocity(const csVector3 &vel)=0CS::Physics::iRigidBody [pure virtual]
SetAttachedCamera(iCamera *camera)=0CS::Collisions::iCollisionObject [pure virtual]
SetAttachedSceneNode(iSceneNode *sceneNode)=0CS::Collisions::iCollisionObject [pure virtual]
SetCollider(iCollider *collider, const csOrthoTransform &transform=csOrthoTransform())=0CS::Collisions::iCollisionObject [pure virtual]
SetColliderTransform(const csOrthoTransform &transform)=0CS::Collisions::iCollisionObject [pure virtual]
SetCollisionCallback(iCollisionCallback *cb)=0CS::Collisions::iCollisionObject [pure virtual]
SetCollisionGroup(iCollisionGroup *group)=0CS::Collisions::iCollisionObject [pure virtual]
SetDeactivable(bool d)=0CS::Collisions::iCollisionObject [pure virtual]
SetDensity(float density)=0CS::Physics::iPhysicalBody [pure virtual]
SetElasticity(float elasticity)=0CS::Physics::iRigidBody [pure virtual]
SetEnabled(bool enabled)=0CS::Physics::iPhysicalBody [pure virtual]
SetFriction(float friction)=0CS::Physics::iPhysicalBody [pure virtual]
SetGravityEnabled(bool enabled)=0CS::Physics::iPhysicalBody [pure virtual]
SetKinematicCallback(iKinematicCallback *cb)=0CS::Physics::iRigidBody [pure virtual]
SetLinearDamping(float d)=0CS::Physics::iRigidBody [pure virtual]
SetLinearVelocity(const csVector3 &vel)=0CS::Physics::iPhysicalBody [pure virtual]
SetMass(float mass)=0CS::Physics::iPhysicalBody [pure virtual]
SetSector(iCollisionSector *sector)=0CS::Collisions::iCollisionObject [pure virtual]
SetState(RigidBodyState state)=0CS::Physics::iRigidBody [pure virtual]
SetTransform(const csOrthoTransform &trans)=0CS::Collisions::iCollisionObject [pure virtual]
~iBase()iBase [inline, protected, virtual]

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