| 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) |