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fireCollisionEnded(Body *body1, Body *body2) | physics::PhysicsDriver | [protected, static] |
fireCollisionStarted(Body *body1, Body *body2, const std::vector< CollisionPoint * > &points) | physics::PhysicsDriver | [protected, static] |
fireCollisionUpdate(Body *body1, Body *body2, const std::vector< CollisionPoint * > &points) | physics::PhysicsDriver | [protected, static] |
initialize() | physics::PhysicsDriver | [virtual] |
PhysicsDriver() | physics::PhysicsDriver | |
setCollisionAccuracy(f32 accuracy)=0 | physics::PhysicsDriver | [pure virtual] |
setGravity(const core::vector3d &gravity)=0 | physics::PhysicsDriver | [pure virtual] |
setHardware(bool state)=0 | physics::PhysicsDriver | [pure virtual] |
setSolverAccuracy(f32 accuracy)=0 | physics::PhysicsDriver | [pure virtual] |
start() | physics::PhysicsDriver | [virtual] |
stop() | physics::PhysicsDriver | [virtual] |
update(f32 elapsedTime) | physics::PhysicsDriver | [virtual] |
~PhysicsDriver() | physics::PhysicsDriver | [virtual] |
The KG Game Engine
Documentation © 2006-2011 by Kat'Oun. Generated on Sat Jul 2 2011 00:50:08 by
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