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) |