acceleration | cyclone::RigidBody | [protected] |
addForce(const Vector3 &force) | cyclone::RigidBody | |
addForceAtBodyPoint(const Vector3 &force, const Vector3 &point) | cyclone::RigidBody | |
addForceAtPoint(const Vector3 &force, const Vector3 &point) | cyclone::RigidBody | |
addRotation(const Vector3 &deltaRotation) | cyclone::RigidBody | |
addTorque(const Vector3 &torque) | cyclone::RigidBody | |
addVelocity(const Vector3 &deltaVelocity) | cyclone::RigidBody | |
angularDamping | cyclone::RigidBody | [protected] |
calculateDerivedData() | cyclone::RigidBody | |
canSleep | cyclone::RigidBody | [protected] |
clearAccumulators() | cyclone::RigidBody | |
forceAccum | cyclone::RigidBody | [protected] |
getAcceleration(Vector3 *acceleration) const | cyclone::RigidBody | |
getAcceleration() const | cyclone::RigidBody | |
getAngularDamping() const | cyclone::RigidBody | |
getAwake() const | cyclone::RigidBody | [inline] |
getCanSleep() const | cyclone::RigidBody | [inline] |
getDirectionInLocalSpace(const Vector3 &direction) const | cyclone::RigidBody | |
getDirectionInWorldSpace(const Vector3 &direction) const | cyclone::RigidBody | |
getGLTransform(float matrix[16]) const | cyclone::RigidBody | |
getInertiaTensor(Matrix3 *inertiaTensor) const | cyclone::RigidBody | |
getInertiaTensor() const | cyclone::RigidBody | |
getInertiaTensorWorld(Matrix3 *inertiaTensor) const | cyclone::RigidBody | |
getInertiaTensorWorld() const | cyclone::RigidBody | |
getInverseInertiaTensor(Matrix3 *inverseInertiaTensor) const | cyclone::RigidBody | |
getInverseInertiaTensor() const | cyclone::RigidBody | |
getInverseInertiaTensorWorld(Matrix3 *inverseInertiaTensor) const | cyclone::RigidBody | |
getInverseInertiaTensorWorld() const | cyclone::RigidBody | |
getInverseMass() const | cyclone::RigidBody | |
getLastFrameAcceleration(Vector3 *linearAcceleration) const | cyclone::RigidBody | |
getLastFrameAcceleration() const | cyclone::RigidBody | |
getLinearDamping() const | cyclone::RigidBody | |
getMass() const | cyclone::RigidBody | |
getOrientation(Quaternion *orientation) const | cyclone::RigidBody | |
getOrientation() const | cyclone::RigidBody | |
getOrientation(Matrix3 *matrix) const | cyclone::RigidBody | |
getOrientation(real matrix[9]) const | cyclone::RigidBody | |
getPointInLocalSpace(const Vector3 &point) const | cyclone::RigidBody | |
getPointInWorldSpace(const Vector3 &point) const | cyclone::RigidBody | |
getPosition(Vector3 *position) const | cyclone::RigidBody | |
getPosition() const | cyclone::RigidBody | |
getRotation(Vector3 *rotation) const | cyclone::RigidBody | |
getRotation() const | cyclone::RigidBody | |
getTransform(Matrix4 *transform) const | cyclone::RigidBody | |
getTransform(real matrix[16]) const | cyclone::RigidBody | |
getTransform() const | cyclone::RigidBody | |
getVelocity(Vector3 *velocity) const | cyclone::RigidBody | |
getVelocity() const | cyclone::RigidBody | |
hasFiniteMass() const | cyclone::RigidBody | |
integrate(real duration) | cyclone::RigidBody | |
inverseInertiaTensor | cyclone::RigidBody | [protected] |
inverseInertiaTensorWorld | cyclone::RigidBody | [protected] |
inverseMass | cyclone::RigidBody | [protected] |
isAwake | cyclone::RigidBody | [protected] |
lastFrameAcceleration | cyclone::RigidBody | [protected] |
linearDamping | cyclone::RigidBody | [protected] |
motion | cyclone::RigidBody | [protected] |
orientation | cyclone::RigidBody | [protected] |
position | cyclone::RigidBody | [protected] |
rotation | cyclone::RigidBody | [protected] |
setAcceleration(const Vector3 &acceleration) | cyclone::RigidBody | |
setAcceleration(const real x, const real y, const real z) | cyclone::RigidBody | |
setAngularDamping(const real angularDamping) | cyclone::RigidBody | |
setAwake(const bool awake=true) | cyclone::RigidBody | |
setCanSleep(const bool canSleep=true) | cyclone::RigidBody | |
setDamping(const real linearDamping, const real angularDamping) | cyclone::RigidBody | |
setInertiaTensor(const Matrix3 &inertiaTensor) | cyclone::RigidBody | |
setInverseInertiaTensor(const Matrix3 &inverseInertiaTensor) | cyclone::RigidBody | |
setInverseMass(const real inverseMass) | cyclone::RigidBody | |
setLinearDamping(const real linearDamping) | cyclone::RigidBody | |
setMass(const real mass) | cyclone::RigidBody | |
setOrientation(const Quaternion &orientation) | cyclone::RigidBody | |
setOrientation(const real r, const real i, const real j, const real k) | cyclone::RigidBody | |
setPosition(const Vector3 &position) | cyclone::RigidBody | |
setPosition(const real x, const real y, const real z) | cyclone::RigidBody | |
setRotation(const Vector3 &rotation) | cyclone::RigidBody | |
setRotation(const real x, const real y, const real z) | cyclone::RigidBody | |
setVelocity(const Vector3 &velocity) | cyclone::RigidBody | |
setVelocity(const real x, const real y, const real z) | cyclone::RigidBody | |
torqueAccum | cyclone::RigidBody | [protected] |
transformMatrix | cyclone::RigidBody | [protected] |
velocity | cyclone::RigidBody | [protected] |