applyForce(float3 vec) | Body | [virtual] |
Body(const float3 &position, const float3 &rotation) | Body | |
getActor(void) | Body | |
getPosition() | Body | [virtual] |
getRadius() | IBody | [inline] |
getTransformation(void) | IBody | [inline] |
IBody(const float3 &position, const float3 &rotation) | IBody | [inline] |
isMoving() | Body | [virtual] |
radius | IBody | [protected] |
setActor(NxActor *actor) | Body | |
setGlobalPosition(float3 position) | Body | [virtual] |
setIdentity() | IBody | [inline] |
setMass(int mass) | Body | [virtual] |
setPosition(const float3 &position) | IBody | [inline] |
setRadius(float r) | IBody | [inline] |
setRotation(const float3 &rotation) | IBody | [inline] |
slowDown() | Body | [virtual] |
stopMotion() | Body | [virtual] |
transformation | IBody | [protected] |
~Body() | Body | [virtual] |
~IBody(void) | IBody | [inline, virtual] |