, including all inherited members.
addCentralForce(unsigned int objectId, const MVector3 &force)=0 | MPhysicsContext | [pure virtual] |
addChildShape(unsigned int multiShapeId, unsigned int shapeId, const MVector3 &position, const MQuaternion &rotation)=0 | MPhysicsContext | [pure virtual] |
addTorque(unsigned int objectId, const MVector3 &torque)=0 | MPhysicsContext | [pure virtual] |
clear(void)=0 | MPhysicsContext | [pure virtual] |
clearForces(unsigned int objectId)=0 | MPhysicsContext | [pure virtual] |
createBoxShape(unsigned int *shapeId, const MVector3 &scale)=0 | MPhysicsContext | [pure virtual] |
createCapsuleShape(unsigned int *shapeId, float radius, float height)=0 | MPhysicsContext | [pure virtual] |
createConeShape(unsigned int *shapeId, float radius, float height)=0 | MPhysicsContext | [pure virtual] |
createConstraint(unsigned int *constraintId, unsigned int parentObjectId, unsigned int objectId, const MVector3 &pivot, bool disableParentCollision)=0 | MPhysicsContext | [pure virtual] |
createConvexHullShape(unsigned int *shapeId, const MVector3 *vertices, unsigned int verticesNumber)=0 | MPhysicsContext | [pure virtual] |
createCylinderShape(unsigned int *shapeId, float radius, float height)=0 | MPhysicsContext | [pure virtual] |
createGhost(unsigned int *objectId, unsigned int shapeId, const MVector3 &position, const MQuaternion &rotation)=0 | MPhysicsContext | [pure virtual] |
createMultiShape(unsigned int *shapeId)=0 | MPhysicsContext | [pure virtual] |
createRigidBody(unsigned int *objectId, unsigned int shapeId, const MVector3 &position, const MQuaternion &rotation, float mass)=0 | MPhysicsContext | [pure virtual] |
createSphereShape(unsigned int *shapeId, float radius)=0 | MPhysicsContext | [pure virtual] |
createTriangleMeshShape(unsigned int *shapeId, const MVector3 *vertices, unsigned int verticesNumber, const void *indices, unsigned int indicesNumber, M_TYPES indicesType)=0 | MPhysicsContext | [pure virtual] |
deleteConstraint(unsigned int *constraintId)=0 | MPhysicsContext | [pure virtual] |
deleteObject(unsigned int *objectId)=0 | MPhysicsContext | [pure virtual] |
deleteShape(unsigned int *shapeId)=0 | MPhysicsContext | [pure virtual] |
disableObjectKinematic(unsigned int objectId)=0 | MPhysicsContext | [pure virtual] |
enableObjectKinematic(unsigned int objectId)=0 | MPhysicsContext | [pure virtual] |
getCentralForce(unsigned int objectId, MVector3 *force)=0 | MPhysicsContext | [pure virtual] |
getObjectTransform(unsigned int objectId, MVector3 *position, MQuaternion *rotation)=0 | MPhysicsContext | [pure virtual] |
getTorque(unsigned int objectId, MVector3 *torque)=0 | MPhysicsContext | [pure virtual] |
init(const MVector3 &worldMin, const MVector3 &worldMax)=0 | MPhysicsContext | [pure virtual] |
isObjectInCollision(unsigned int objectId)=0 | MPhysicsContext | [pure virtual] |
isObjectsCollision(unsigned int object1Id, unsigned int object2Id)=0 | MPhysicsContext | [pure virtual] |
rotateConstraint(unsigned int constraintId, float angle, const MVector3 &axis)=0 | MPhysicsContext | [pure virtual] |
setAngularLimit(unsigned int constraintId, const MVector3 &lower, const MVector3 &upper)=0 | MPhysicsContext | [pure virtual] |
setLinearLimit(unsigned int constraintId, const MVector3 &lower, const MVector3 &upper)=0 | MPhysicsContext | [pure virtual] |
setObjectAngularFactor(unsigned int objectId, float angularFactor)=0 | MPhysicsContext | [pure virtual] |
setObjectDamping(unsigned int objectId, float linearDamping, float angularDamping)=0 | MPhysicsContext | [pure virtual] |
setObjectFriction(unsigned int objectId, float friction)=0 | MPhysicsContext | [pure virtual] |
setObjectLinearFactor(unsigned int objectId, const MVector3 &linearFactor)=0 | MPhysicsContext | [pure virtual] |
setObjectMass(unsigned int objectId, float mass)=0 | MPhysicsContext | [pure virtual] |
setObjectRestitution(unsigned int objectId, float restitution)=0 | MPhysicsContext | [pure virtual] |
setObjectShape(unsigned int objectId, unsigned int shapeId)=0 | MPhysicsContext | [pure virtual] |
setObjectTransform(unsigned int objectId, const MVector3 &position, const MQuaternion &rotation)=0 | MPhysicsContext | [pure virtual] |
setWorldGravity(const MVector3 &gravity)=0 | MPhysicsContext | [pure virtual] |
updateSimulation(void)=0 | MPhysicsContext | [pure virtual] |
~MPhysicsContext(void) | MPhysicsContext | [inline, virtual] |