, 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] |