Cyclone Cyclone: Member List

cyclone::RigidBody Member List

This is the complete list of members for cyclone::RigidBody, including all inherited members.

accelerationcyclone::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
angularDampingcyclone::RigidBody [protected]
calculateDerivedData()cyclone::RigidBody
canSleepcyclone::RigidBody [protected]
clearAccumulators()cyclone::RigidBody
forceAccumcyclone::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
inverseInertiaTensorcyclone::RigidBody [protected]
inverseInertiaTensorWorldcyclone::RigidBody [protected]
inverseMasscyclone::RigidBody [protected]
isAwakecyclone::RigidBody [protected]
lastFrameAccelerationcyclone::RigidBody [protected]
linearDampingcyclone::RigidBody [protected]
motioncyclone::RigidBody [protected]
orientationcyclone::RigidBody [protected]
positioncyclone::RigidBody [protected]
rotationcyclone::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
torqueAccumcyclone::RigidBody [protected]
transformMatrixcyclone::RigidBody [protected]
velocitycyclone::RigidBody [protected]