CrystalSpace

Public API Reference

CS::Physics::iSoftBody Member List

This is the complete list of members for CS::Physics::iSoftBody, including all inherited members.
AddForce(const csVector3 &force, size_t vertexIndex)=0CS::Physics::iSoftBody [pure virtual]
CS::Physics::iPhysicalBody::AddForce(const csVector3 &force)=0CS::Physics::iPhysicalBody [pure virtual]
AddRefOwner(void **ref_owner, CS::Threading::Mutex *mutex)=0iBase [pure virtual]
AnchorVertex(size_t vertexIndex)=0CS::Physics::iSoftBody [pure virtual]
AnchorVertex(size_t vertexIndex, iRigidBody *body)=0CS::Physics::iSoftBody [pure virtual]
AnchorVertex(size_t vertexIndex, iAnchorAnimationControl *controller)=0CS::Physics::iSoftBody [pure virtual]
ApplyImpulse(const csVector3 &impulse, size_t vertexIndex)=0CS::Physics::iSoftBody [pure virtual]
CS::Physics::iPhysicalBody::ApplyImpulse(const csVector3 &impulse)=0CS::Physics::iPhysicalBody [pure virtual]
Collide(iCollisionObject *otherObject) const =0CS::Collisions::iCollisionObject [pure virtual]
DebugDraw(iView *rView)=0CS::Physics::iSoftBody [pure virtual]
DecRef()=0iBase [pure virtual]
GenerateBendingConstraints(size_t distance)=0CS::Physics::iSoftBody [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]
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]
GetLinearVelocity(size_t nodeIndex) const =0CS::Physics::iSoftBody [pure virtual]
CS::Physics::iPhysicalBody::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]
GetTransform() const =0CS::Collisions::iCollisionObject [pure virtual]
GetTriangle(size_t index) const =0CS::Physics::iSoftBody [pure virtual]
GetTriangleCount()=0CS::Physics::iSoftBody [pure virtual]
GetVertexCount()=0CS::Physics::iSoftBody [pure virtual]
GetVertexMass(size_t index)=0CS::Physics::iSoftBody [pure virtual]
GetVertexNormal(size_t index) const =0CS::Physics::iSoftBody [pure virtual]
GetVertexPosition(size_t index) const =0CS::Physics::iSoftBody [pure virtual]
GetVolume() const =0CS::Physics::iPhysicalBody [pure virtual]
GetWindVelocity() const =0CS::Physics::iSoftBody [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]
RemoveAnchor(size_t vertexIndex)=0CS::Physics::iSoftBody [pure virtual]
RemoveRefOwner(void **ref_owner)=0iBase [pure virtual]
SetAngularStiffness(float stiffness)=0CS::Physics::iSoftBody [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]
SetDamping(float damping)=0CS::Physics::iSoftBody [pure virtual]
SetDeactivable(bool d)=0CS::Collisions::iCollisionObject [pure virtual]
SetDensity(float density)=0CS::Physics::iPhysicalBody [pure virtual]
SetDrag(float drag)=0CS::Physics::iSoftBody [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]
SetLift(float lift)=0CS::Physics::iSoftBody [pure virtual]
SetLinearStiffness(float stiffness)=0CS::Physics::iSoftBody [pure virtual]
SetLinearVelocity(size_t nodeIndex, const csVector3 &vel)=0CS::Physics::iSoftBody [pure virtual]
CS::Physics::iPhysicalBody::SetLinearVelocity(const csVector3 &vel)=0CS::Physics::iPhysicalBody [pure virtual]
SetMass(float mass)=0CS::Physics::iPhysicalBody [pure virtual]
SetPressure(float pressure)=0CS::Physics::iSoftBody [pure virtual]
SetSector(iCollisionSector *sector)=0CS::Collisions::iCollisionObject [pure virtual]
SetShapeMatching(bool match)=0CS::Physics::iSoftBody [pure virtual]
SetShapeMatchThreshold(float matching)=0CS::Physics::iSoftBody [pure virtual]
SetTransform(const csOrthoTransform &trans)=0CS::Collisions::iCollisionObject [pure virtual]
SetVertexMass(float mass, size_t index)=0CS::Physics::iSoftBody [pure virtual]
SetVolumeConversationCoefficient(float conversation)=0CS::Physics::iSoftBody [pure virtual]
SetVolumeStiffness(float stiffness)=0CS::Physics::iSoftBody [pure virtual]
SetWindVelocity(const csVector3 &velocity)=0CS::Physics::iSoftBody [pure virtual]
UpdateAnchor(size_t vertexIndex, csVector3 &position)=0CS::Physics::iSoftBody [pure virtual]
~iBase()iBase [inline, protected, virtual]

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