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virtual std::string | GetTypeName () const override |
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virtual void | SetID (uint32_t newID) override |
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virtual void | SetName (std::string newName) override |
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| WBulletRigidBody (class Wasabi *const app, uint32_t ID=0) |
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virtual WError | Create (W_RIGID_BODY_CREATE_INFO createInfo, bool bSaveInfo=false) override |
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virtual void | Update (float deltaTime) override |
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virtual void | BindObject (WOrientation *obj, WBase *objBase=nullptr) override |
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virtual void | SetLinearVelocity (WVector3 vel) override |
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virtual void | SetAngularVelocity (WVector3 vel) override |
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virtual void | SetLinearDamping (float power) override |
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virtual void | SetAngularDamping (float power) override |
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virtual void | SetBouncingPower (float bouncing) override |
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virtual void | SetMass (float mass) override |
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virtual void | SetMassCenter (float x, float y, float z) override |
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virtual void | SetFriction (float friction) override |
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virtual void | ApplyForce (WVector3 force) override |
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virtual void | ApplyForce (WVector3 force, WVector3 relative_pos) override |
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virtual void | ApplyImpulse (WVector3 impulse) override |
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virtual void | ApplyImpulse (WVector3 impulse, WVector3 relative_pos) override |
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virtual void | ApplyTorque (WVector3 torque) override |
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virtual WVector3 | getLinearVelocity () const override |
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virtual WVector3 | getAngularVelocity () const override |
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virtual WVector3 | getTotalForce () const override |
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virtual WVector3 | getTotalTorque () const override |
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WMatrix | GetWorldMatrix () |
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virtual bool | Valid () const override |
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virtual void | OnStateChange (STATE_CHANGE_TYPE type) override |
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virtual WError | SaveToStream (WFile *file, std::ostream &outputStream) override |
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virtual WError | LoadFromStream (WFile *file, std::istream &inputStream, std::vector< void * > &args, std::string nameSuffix) override |
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Public Member Functions inherited from WRigidBody |
| WRigidBody (class Wasabi *const app, uint32_t ID=0) |
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WError | BuildFromGeometries (W_RIGIDBODYTYPE type, class WGeometry *const *geometries, uint32_t numGeometries, bool bFixed=false, bool bSimplify=true, void *mopp=nullptr, uint32_t moppsize=0) |
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void | Destroy () |
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void | BindObject (class WObject *const object) |
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void | UnbindObject (class WObject *const object) |
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void | UnbindObject (uint32_t ID) |
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void | Enable () |
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void | Disable () |
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bool | Enabled () const |
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void | SetLinearVelocity (float velX, float velY, float velZ) |
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void | SetAngularVelocity (float velX, float velY, float velZ) |
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void | SetLinearDamping (float power) |
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void | SetAngularDamping (float power) |
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void | SetMaxLinearVelocity (float fScalarVelocity) |
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void | SetMaxAngularVelocity (float fScalarVelocity) |
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void | SetMotionType (W_MOTIONTYPE type) |
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void | SetBouncingPower (float bouncing) |
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void | SetMass (float mass) |
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void | SetMassCenter (float x, float y, float z) |
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void | SetFriction (float friction) |
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void | SetCollisionQuality (W_COLLISIONQUALITY quality) |
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void | UpdateLocals () |
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WMatrix | GetWorldMatrix () |
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hkQuaternion | GetRotationQuat () |
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W_RIGIDBODYTYPE | GetType () const |
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hkpRigidBody * | GetRigidBody () const |
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bool | Valid () const |
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void | OnStateChange (STATE_CHANGE_TYPE type) |
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| WRigidBody (class Wasabi *const app, uint32_t ID=0) |
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| WBase (class Wasabi *const app, uint32_t ID=0) |
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uint32_t | GetID () const |
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std::string | GetName () const |
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class Wasabi * | GetAppPtr () const |
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void | AddReference () |
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void | RemoveReference () |
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void | SetPosition (float x, float y, float z) |
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void | SetPosition (const WVector3 pos) |
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void | Point (float x, float y, float z) |
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void | Point (WVector3 target) |
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void | SetAngle (WQuaternion quat) |
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void | SetToRotation (const WOrientation *const device) |
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void | SetULRVectors (WVector3 up, WVector3 look, WVector3 right) |
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void | SetToTransformation (WMatrix mtx) |
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void | Yaw (float angle) |
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void | Roll (float angle) |
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void | Pitch (float angle) |
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void | Move (float units) |
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void | Strafe (float units) |
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void | Fly (float units) |
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float | GetPositionX () const |
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float | GetPositionY () const |
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float | GetPositionZ () const |
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WVector3 | GetPosition () const |
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float | GetAngleX () const |
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float | GetAngleY () const |
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float | GetAngleZ () const |
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WQuaternion | GetRotation () const |
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WVector3 | GetUVector () const |
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WVector3 | GetLVector () const |
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WVector3 | GetRVector () const |
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virtual void | SetBindingMatrix (WMatrix mtx) |
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void | RemoveBinding () |
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WMatrix | GetBindingMatrix () const |
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bool | IsBound () const |
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WMatrix | ComputeTransformation () const |
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WMatrix | ComputeInverseTransformation () const |
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This represents a rigid body and is responsible for integrating it with the Bullet physics simulation.