, 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] |