, including all inherited members.
addImpulse(const dim::vector3df &Direction, const dim::vector3df &PivotPoint) | sp::physics::PhysXRigidBody | |
sp::physics::RigidBody::addImpulse(const dim::vector3df &Direction, const dim::vector3df &PivotPoint)=0 | sp::physics::DynamicPhysicsObject | [pure virtual] |
addShape(const PxGeometry &Geometry) | sp::physics::PhysXBaseObject | [protected] |
addVelocity(const dim::vector3df &Direction) | sp::physics::PhysXRigidBody | |
sp::physics::RigidBody::addVelocity(const dim::vector3df &Direction)=0 | sp::physics::DynamicPhysicsObject | [pure virtual] |
AutoSleep_ | sp::physics::DynamicPhysicsObject | [protected] |
BaseObject() | sp::BaseObject | [inline, protected] |
BaseObject(const io::stringc &Name) | sp::BaseObject | [inline, protected] |
BodyJoint class | sp::physics::RigidBody | [friend] |
Construct_ | sp::physics::RigidBody | [protected] |
createBox(const SRigidBodyConstruction &Construct) | sp::physics::PhysXBaseObject | [protected] |
createCapsule(const SRigidBodyConstruction &Construct) | sp::physics::PhysXBaseObject | [protected] |
createMesh(PxPhysics *PxDevice, PxCooking *PxCookDevice, scene::Mesh *Mesh) | sp::physics::PhysXBaseObject | [protected] |
createSphere(const SRigidBodyConstruction &Construct) | sp::physics::PhysXBaseObject | [protected] |
DynamicPhysicsObject() | sp::physics::DynamicPhysicsObject | [protected] |
getAutoSleep() const | sp::physics::DynamicPhysicsObject | [inline] |
getGravity() const | sp::physics::DynamicPhysicsObject | [inline] |
getGravityCallback() const | sp::physics::DynamicPhysicsObject | [inline] |
getMass() const | sp::physics::DynamicPhysicsObject | [inline] |
getMassCenter() const | sp::physics::PhysXRigidBody | |
sp::physics::RigidBody::getMassCenter() const =0 | sp::physics::DynamicPhysicsObject | [pure virtual] |
getName() const | sp::BaseObject | [inline] |
getPosition() const | sp::physics::PhysicsBaseObject | [virtual] |
getRootNode() const | sp::physics::RigidBody | [inline] |
getRotation() const | sp::physics::PhysicsBaseObject | [virtual] |
sp::getTransformation() const =0 | sp::physics::PhysicsBaseObject | [pure virtual] |
sp::physics::PhysXBaseObject::getTransformation() const | sp::physics::PhysXBaseObject | [virtual] |
getType() const | sp::physics::RigidBody | [inline] |
getUserData() const | sp::BaseObject | [inline] |
getUserDataFlags() const | sp::BaseObject | [inline] |
getVelocity() const | sp::physics::PhysXRigidBody | |
sp::physics::RigidBody::getVelocity() const =0 | sp::physics::DynamicPhysicsObject | [pure virtual] |
Gravity_ | sp::physics::DynamicPhysicsObject | [protected] |
GravityCallback_ | sp::physics::DynamicPhysicsObject | [protected] |
Mass_ | sp::physics::DynamicPhysicsObject | [protected] |
Name_ | sp::BaseObject | [protected] |
PhysicsBaseObject() | sp::physics::PhysicsBaseObject | [protected] |
PhysXBaseObject(PhysXMaterial *Material) | sp::physics::PhysXBaseObject | [protected] |
PhysXJoint class | sp::physics::PhysXRigidBody | [friend] |
PhysXRigidBody(PxPhysics *PxDevice, PhysXMaterial *Material, const ERigidBodies Type, scene::SceneNode *RootNode, const SRigidBodyConstruction &Construct) | sp::physics::PhysXRigidBody | |
PhysXSimulator class | sp::physics::PhysXRigidBody | [friend] |
PxBaseActor_ | sp::physics::PhysXBaseObject | [protected] |
PxMaterial_ | sp::physics::PhysXBaseObject | [protected] |
RigidBody(const ERigidBodies Type, const SRigidBodyConstruction &Construct) | sp::physics::RigidBody | [protected] |
RootNode_ | sp::physics::RigidBody | [protected] |
setAutoSleep(bool Enable) | sp::physics::DynamicPhysicsObject | [virtual] |
setForce(const dim::vector3df &Direction) | sp::physics::PhysXRigidBody | |
sp::physics::RigidBody::setForce(const dim::vector3df &Direction)=0 | sp::physics::DynamicPhysicsObject | [pure virtual] |
setGravity(const dim::vector3df &Gravity) | sp::physics::DynamicPhysicsObject | [virtual] |
setGravityCallback(const PhysicsGravityCallback &Callback) | sp::physics::DynamicPhysicsObject | [virtual] |
setMass(f32 Mass) | sp::physics::PhysXRigidBody | |
sp::physics::RigidBody::setMass(f32 Mass) | sp::physics::DynamicPhysicsObject | [virtual] |
setMassCenter(const dim::vector3df &LocalPoint) | sp::physics::PhysXRigidBody | |
sp::physics::RigidBody::setMassCenter(const dim::vector3df &LocalPoint)=0 | sp::physics::DynamicPhysicsObject | [pure virtual] |
setName(const io::stringc &Name) | sp::BaseObject | [inline] |
setPosition(const dim::vector3df &Position) | sp::physics::PhysicsBaseObject | [virtual] |
setRootNode(scene::SceneNode *Node) | sp::physics::RigidBody | [virtual] |
setRotation(const dim::matrix4f &Rotation) | sp::physics::PhysicsBaseObject | [virtual] |
sp::setTransformation(const dim::matrix4f &Transformation)=0 | sp::physics::PhysicsBaseObject | [pure virtual] |
sp::physics::PhysXBaseObject::setTransformation(const dim::matrix4f &Transformation) | sp::physics::PhysXBaseObject | [virtual] |
setUserData(void *Data) | sp::BaseObject | [inline] |
setUserDataFlags(s32 Flags) | sp::BaseObject | [inline] |
setVelocity(const dim::vector3df &Direction) | sp::physics::PhysXRigidBody | |
sp::physics::RigidBody::setVelocity(const dim::vector3df &Direction)=0 | sp::physics::DynamicPhysicsObject | [pure virtual] |
Shapes_ | sp::physics::PhysXBaseObject | [protected] |
Type_ | sp::physics::RigidBody | [protected] |
UserData_ | sp::BaseObject | [protected] |
UserDataFlags_ | sp::BaseObject | [protected] |
~BaseObject() | sp::BaseObject | [inline, virtual] |
~DynamicPhysicsObject() | sp::physics::DynamicPhysicsObject | [virtual] |
~PhysicsBaseObject() | sp::physics::PhysicsBaseObject | [virtual] |
~PhysXBaseObject() | sp::physics::PhysXBaseObject | [virtual] |
~PhysXRigidBody() | sp::physics::PhysXRigidBody | |
~RigidBody() | sp::physics::RigidBody | [virtual] |