Maratis Engine

MPhysicsContext Member List

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