Skylicht Engine
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Skylicht::Physics::CRigidbody Member List

This is the complete list of members for Skylicht::Physics::CRigidbody, including all inherited members.

Activate enum valueSkylicht::Physics::CRigidbody
activate()Skylicht::Physics::CRigidbody
addLinkComponent(CComponentSystem *comp) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
Alway enum valueSkylicht::Physics::CRigidbody
applyCenterForce(const core::vector3df &force)Skylicht::Physics::CRigidbody
applyCenterImpulse(const core::vector3df &impulse)Skylicht::Physics::CRigidbody
applyCenterPushImpulse(const core::vector3df &impulse)Skylicht::Physics::CRigidbody
applyForce(const core::vector3df &force, const core::vector3df &localPosition)Skylicht::Physics::CRigidbody
applyImpulse(const core::vector3df &impulse, const core::vector3df &localPosition)Skylicht::Physics::CRigidbody
applyPushImpulse(const core::vector3df &impulse, const core::vector3df &localPosition)Skylicht::Physics::CRigidbody
applyTorque(const core::vector3df &torque)Skylicht::Physics::CRigidbody
applyTorqueImpulse(const core::vector3df &torqueImpulse)Skylicht::Physics::CRigidbody
applyTorqueTurnImpulse(const core::vector3df &torqueImpulse)Skylicht::Physics::CRigidbody
CComponentSystem() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystem
Character enum value (defined in Skylicht::Physics::ICollisionObject)Skylicht::Physics::ICollisionObject
clearForce()Skylicht::Physics::CRigidbody
CPhysicsEngine (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyfriend
createSerializable() (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyvirtual
CRigidbody() (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbody
Disable enum valueSkylicht::Physics::CRigidbody
EActivationState enum nameSkylicht::Physics::CRigidbody
ECollisionType enum nameSkylicht::Physics::ICollisionObject
enableDrawDebug()Skylicht::Physics::CRigidbodyinline
endUpdate() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemvirtual
getAngularVelocity()Skylicht::Physics::CRigidbody
getCollisionFilter()Skylicht::Physics::ICollisionObjectinline
getCollisionGroup()Skylicht::Physics::ICollisionObjectinline
getCollisionType()Skylicht::Physics::ICollisionObjectinline
getFriction()Skylicht::Physics::CRigidbodyinline
getGameObject() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
getLinearVelocity()Skylicht::Physics::CRigidbody
getLocalScale()Skylicht::Physics::CRigidbody
getMass()Skylicht::Physics::CRigidbodyinline
getName() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystem
getPosition()Skylicht::Physics::CRigidbody
getRestitution()Skylicht::Physics::CRigidbodyinline
getRollingFriction()Skylicht::Physics::CRigidbodyinline
getRotation()Skylicht::Physics::CRigidbody
getRotationEuler()Skylicht::Physics::CRigidbody
getSpinningFriction()Skylicht::Physics::CRigidbodyinline
getState()Skylicht::Physics::CRigidbody
getStateName()Skylicht::Physics::CRigidbody
getTag()Skylicht::Physics::CRigidbodyinline
getWorldTransform()Skylicht::Physics::CRigidbody
ICollisionObject() (defined in Skylicht::Physics::ICollisionObject)Skylicht::Physics::ICollisionObject
initComponent() (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyvirtual
initRigidbody()Skylicht::Physics::CRigidbody
isDynamic()Skylicht::Physics::CRigidbodyinline
isEnable() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
isSerializable() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
loadSerializable(CObjectSerializable *object) (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyvirtual
m_collisionType (defined in Skylicht::Physics::ICollisionObject)Skylicht::Physics::ICollisionObjectprotected
m_drawDebug (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyprotected
m_enable (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemprotected
m_filter (defined in Skylicht::Physics::ICollisionObject)Skylicht::Physics::ICollisionObjectprotected
m_friction (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyprotected
m_gameObject (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemprotected
m_group (defined in Skylicht::Physics::ICollisionObject)Skylicht::Physics::ICollisionObjectprotected
m_isDynamic (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyprotected
m_linkComponent (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemprotected
m_mass (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyprotected
m_needUpdateTransform (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyprotected
m_restitution (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyprotected
m_rollingFriction (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyprotected
m_serializable (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemprotected
m_spinningFriction (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyprotected
m_tag (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyprotected
needUpdateTransform()Skylicht::Physics::CRigidbodyinline
notifyUpdateTransform(bool b)Skylicht::Physics::CRigidbodyinline
OnCollisionSkylicht::Physics::ICollisionObject
onEnable(bool b) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemvirtual
onUpdateCullingLayer(u32 mask) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemvirtual
releaseRigidbody()Skylicht::Physics::CRigidbody
removeAllLink() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
reset() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemvirtual
RigidBody enum value (defined in Skylicht::Physics::ICollisionObject)Skylicht::Physics::ICollisionObject
setAngularVelocity(const core::vector3df &v)Skylicht::Physics::CRigidbody
setCcdMotionThreshold(float m=0.0f)Skylicht::Physics::CRigidbody
setCcdSweptSphereRadius(float r=0.0f)Skylicht::Physics::CRigidbody
setCollisionGroupAndFilter(int group, int filter)Skylicht::Physics::CRigidbodyvirtual
setDrawDebug(bool b)Skylicht::Physics::CRigidbodyinline
setDynamic(bool b)Skylicht::Physics::CRigidbody
setEnable(bool b) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystem
setEnableSerializable(bool b) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminline
setFriction(float f)Skylicht::Physics::CRigidbody
setLinearVelocity(const core::vector3df &v)Skylicht::Physics::CRigidbody
setLocalScale(const core::vector3df &scale)Skylicht::Physics::CRigidbody
setMass(float m)Skylicht::Physics::CRigidbody
setOwner(CGameObject *obj) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSysteminlineprotected
setPosition(const core::vector3df &pos)Skylicht::Physics::CRigidbody
setRestitution(float s)Skylicht::Physics::CRigidbody
setRollingFriction(float f)Skylicht::Physics::CRigidbody
setRotation(const core::vector3df &eulerDeg)Skylicht::Physics::CRigidbody
setRotation(const core::quaternion &q)Skylicht::Physics::CRigidbody
setSleepingThresholds(float linear, float angular)Skylicht::Physics::CRigidbody
setSpinningFriction(float f)Skylicht::Physics::CRigidbody
setState(EActivationState state)Skylicht::Physics::CRigidbody
setTag(int i)Skylicht::Physics::CRigidbodyinline
Sleep enum valueSkylicht::Physics::CRigidbody
startComponent() (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyvirtual
syncTransform()Skylicht::Physics::CRigidbody
Unknown enum value (defined in Skylicht::Physics::ICollisionObject)Skylicht::Physics::ICollisionObject
updateComponent() (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyvirtual
useComponent(CComponentSystem *used) (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemstatic
~CComponentSystem() (defined in Skylicht::CComponentSystem)Skylicht::CComponentSystemvirtual
~CRigidbody() (defined in Skylicht::Physics::CRigidbody)Skylicht::Physics::CRigidbodyvirtual
~IActivatorObject()Skylicht::IActivatorObjectinlinevirtual
~ICollisionObject() (defined in Skylicht::Physics::ICollisionObject)Skylicht::Physics::ICollisionObjectvirtual