(Difference between revisions)
Revision as of 01:08, 8 February 2014
MPhysicsConstraint* MPhysicsProperties::m_constraintNone
unsigned int MPhysicsProperties::m_shapeIdNone
unsigned int MPhysicsProperties::m_collisionObjectIdNone
M_COLLISION_SHAPE_TYPE MPhysicsProperties::m_collisionShapeNone
bool MPhysicsProperties::m_ghostNone
float MPhysicsProperties::m_massNone
float MPhysicsProperties::m_frictionNone
float MPhysicsProperties::m_restitutionNone
float MPhysicsProperties::m_linearDampingNone
float MPhysicsProperties::m_angularDampingNone
float MPhysicsProperties::m_angularFactorNone
MVector3 MPhysicsProperties::m_linearFactorNone
MPhysicsProperties::MPhysicsProperties(void)
MPhysicsProperties::MPhysicsProperties(const MPhysicsProperties &physicsProperties)
MPhysicsProperties::~MPhysicsProperties(void)
void MPhysicsProperties::deleteConstraint(void)
MPhysicsConstraint* MPhysicsProperties::createConstraint(void)
MPhysicsConstraint* MPhysicsProperties::getConstraint(void)
void MPhysicsProperties::setShapeId(unsigned int shapeId)
unsigned int MPhysicsProperties::getShapeId(void)
void MPhysicsProperties::setCollisionObjectId(unsigned int collisionObjectId)
unsigned int MPhysicsProperties::getCollisionObjectId(void)
void MPhysicsProperties::setCollisionShape(M_COLLISION_SHAPE_TYPE collisionShape)
M_COLLISION_SHAPE_TYPE MPhysicsProperties::getCollisionShape(void)
void MPhysicsProperties::setGhost(bool ghost)
bool MPhysicsProperties::isGhost(void)
void MPhysicsProperties::setMass(float mass)
float MPhysicsProperties::getMass(void)
void MPhysicsProperties::setFriction(float friction)
float MPhysicsProperties::getFriction(void)
void MPhysicsProperties::setRestitution(float restitution)
float MPhysicsProperties::getRestitution(void)
void MPhysicsProperties::setLinearDamping(float linearDamping)
float MPhysicsProperties::getLinearDamping(void)
void MPhysicsProperties::setAngularDamping(float angularDamping)
float MPhysicsProperties::getAngularDamping(void)
void MPhysicsProperties::setAngularFactor(float angularFactor)
float MPhysicsProperties::getAngularFactor(void)
void MPhysicsProperties::setLinearFactor(const MVector3 &linearFactor)
MVector3* MPhysicsProperties::getLinearFactor(void)