| applyAngularImpulse(float ix, float iy, float iz) | eve::physics::Body3D | |
| applyForce(float fx, float fy, float fz) | eve::physics::Body3D | |
| applyForceAt(float fx, float fy, float fz, float x, float y, float z) | eve::physics::Body3D | |
| applyLinearImpulse(float ix, float iy, float iz) | eve::physics::Body3D | |
| Body3D(World3D *world, b3BodyId bodyId, int id) | eve::physics::Body3D | |
| Body3D(const Body3D &)=delete | eve::physics::Body3D | |
| destroy() | eve::physics::Body3D | |
| getAngularVelocityX() const | eve::physics::Body3D | |
| getAngularVelocityY() const | eve::physics::Body3D | |
| getAngularVelocityZ() const | eve::physics::Body3D | |
| getId() const | eve::physics::Body3D | inline |
| getLinearVelocityX() const | eve::physics::Body3D | |
| getLinearVelocityY() const | eve::physics::Body3D | |
| getLinearVelocityZ() const | eve::physics::Body3D | |
| getRotW() const | eve::physics::Body3D | |
| getRotX() const | eve::physics::Body3D | |
| getRotY() const | eve::physics::Body3D | |
| getRotZ() const | eve::physics::Body3D | |
| getType() const | eve::physics::Body3D | |
| getWorld() | eve::physics::Body3D | inline |
| getX() const | eve::physics::Body3D | |
| getY() const | eve::physics::Body3D | |
| getZ() const | eve::physics::Body3D | |
| invalidate() | eve::physics::Body3D | |
| isActive() const | eve::physics::Body3D | |
| isAwake() const | eve::physics::Body3D | |
| isBullet() const | eve::physics::Body3D | |
| isFixedRotation() const | eve::physics::Body3D | |
| isValid() const | eve::physics::Body3D | |
| newBoxShape(float width, float height, float depth, float density=1.f, float friction=0.2f, float restitution=0.f) | eve::physics::Body3D | |
| newCapsuleShape(float height, float radius, float density=1.f, float friction=0.2f, float restitution=0.f) | eve::physics::Body3D | |
| newSphereShape(float radius, float density=1.f, float friction=0.2f, float restitution=0.f) | eve::physics::Body3D | |
| operator=(const Body3D &)=delete | eve::physics::Body3D | |
| raw() const | eve::physics::Body3D | inline |
| setActive(bool active) | eve::physics::Body3D | |
| setAngularVelocity(float wx, float wy, float wz) | eve::physics::Body3D | |
| setAwake(bool awake) | eve::physics::Body3D | |
| setBullet(bool bullet) | eve::physics::Body3D | |
| setFixedRotation(bool fixed) | eve::physics::Body3D | |
| setLinearVelocity(float vx, float vy, float vz) | eve::physics::Body3D | |
| setPosition(float x, float y, float z) | eve::physics::Body3D | |
| setRotation(float qx, float qy, float qz, float qw) | eve::physics::Body3D | |
| setType(const std::string &bodyType) | eve::physics::Body3D | |
| Shape3D | eve::physics::Body3D | friend |
| World3D | eve::physics::Body3D | friend |
| ~Body3D() | eve::physics::Body3D | |