Inheritance Graph

graph BT
	PhysicWorld
	PhysicWorld --> Object
	click PhysicWorld "escript_type_MinSG_Physics_PhysicWorld"
	click Object "escript_type_Object"

Functions

   
addConstraint_hinge(p0, p1, p2, p3, p4, p5) [ESMF] thisEObj PhysicWorld.addConstraint_hinge(Node, Geometry::Vec3, Geometry::Vec3, Node, Geometry::Vec3, Geometry::Vec3)
addConstraint_p2p(p0, p1, p2, p3) [ESMF] thisEObj PhysicWorld.addConstraint_p2p(Node,Geometry::Vec3, Node, Geometry::Vec3)
cleanupWorld() [ESMF] thisEObj PhysicWorld.cleanupWorld()
createGroundPlane(p0) [ESMF] thisEObj PhysicWorld.createGroundPlane(Geometry::Plane)
createShape_AABB(p0) [ESMF] CollisionShape PhysicWorld.createShape_AABB(Geometry::Box)
createShape_Composed(p0) [ESMF] CollisionShape PhysicWorld.createShape_Composed( [ [Shape,SRT] ])
createShape_Sphere(p0) [ESMF] CollisionShape PhysicWorld.createShape_Sphere(Geometry::Sphere)
getGravity() [ESMF] Geometry.Vec3 PhysicWorld.getGravity()
initNodeObserver(p0) [ESMF] thisEObj PhysicWorld.initNodeObserver(Node)
markAsKinematicObject(p0, p1) [ESMF] thisEObj PhysicWorld.markAsKinematicObject(Node, bool)
removeConstraintBetweenNodes(p0, p1) [ESMF] thisEObj PhysicWorld.removeConstraintBetweenNodes(Node, Node)
removeConstraints(p0) [ESMF] thisEObj PhysicWorld.removeConstraints(Node)
removeNode(p0) [ESMF] thisEObj PhysicWorld.removeNode(Node)
renderPhysicWorld(p0) [ESMF] thisEObj PhysicWorld.renderPhysicWorld(RenderingContext)
setAngularDamping(p0, p1) [ESMF] thisEObj PhysicWorld.setAngularDamping(Node, float)
setAngularVelocity(p0, p1) [ESMF] thisEObj PhysicWorld.setAngularVelocity(Node, Vec3)
setFriction(p0, p1) [ESMF] thisEObj PhysicWorld.setFriction(Node, float)
setGravity(p0) [ESMF] thisEObj PhysicWorld.setGravity(Geometry.Vec3)
setLinearDamping(p0, p1) [ESMF] thisEObj PhysicWorld.setLinearDamping(Node, float)
setLinearVelocity(p0, p1) [ESMF] thisEObj PhysicWorld.setLinearVelocity(Node, Vec3)
setMass(p0, p1) [ESMF] thisEObj PhysicWorld.setMass(Node, float)
setRollingFriction(p0, p1) [ESMF] thisEObj PhysicWorld.setRollingFriction(Node, float)
setShape(p0, p1) [ESMF] thisEObj PhysicWorld.setShape(Node, CollisionShape)
stepSimulation(p0) [ESMF] thisEObj PhysicWorld.stepSimulation(float)
updateLocalSurfaceVelocity(p0, p1) [ESMF] thisEObj PhysicWorld.updateLocalSurfaceVelocity(Node, Vec3)