sp::physics::PhysXRigidBody Member List

This is the complete list of members for sp::physics::PhysXRigidBody, 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)=0sp::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)=0sp::physics::DynamicPhysicsObject [pure virtual]
AutoSleep_sp::physics::DynamicPhysicsObject [protected]
BaseObject()sp::BaseObject [inline, protected]
BaseObject(const io::stringc &Name)sp::BaseObject [inline, protected]
BodyJoint classsp::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 =0sp::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 =0sp::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 =0sp::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 classsp::physics::PhysXRigidBody [friend]
PhysXRigidBody(PxPhysics *PxDevice, PhysXMaterial *Material, const ERigidBodies Type, scene::SceneNode *RootNode, const SRigidBodyConstruction &Construct)sp::physics::PhysXRigidBody
PhysXSimulator classsp::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)=0sp::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)=0sp::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)=0sp::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)=0sp::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]
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