add(Body *body) | physics::World< d > | [inline] |
add(Shape *shape) | physics::World< d > | [inline] |
add(Joint *joint) | physics::World< d > | [inline] |
add(ForceGenerator *generator) | physics::World< d > | [inline] |
findBeneath(const Vector &position) const | physics::World< d > | [inline] |
findBeneath(const AARect &rect) | physics::World< d > | |
findBeneathAll(const Vector &position) | physics::World< d > | |
findBeneathAll(const AARect &rect) const | physics::World< d > | [inline] |
intersectRay(const Vector &start, const Vector &dir, Vector &p) const | physics::World< d > | [inline] |
intersectRay(const Vector &start, const Vector &dir) const | physics::World< d > | [inline] |
remove(Body *body) | physics::World< d > | [inline] |
remove(body_iterator it) | physics::World< d > | [inline] |
remove(Joint *joint) | physics::World< d > | [inline] |
remove(ForceGenerator *generator) | physics::World< d > | [inline] |
step() | physics::World< d > | [inline] |
World(float timestep=Globals::DEFAULT_TIMESTEP, BroadPhase< d > *broadphase=0, ContactGenerator< d > *contactGenerator=0, ContactList< d > *contactList=0, ContactResolver< d > *velocityResolver=0, ContactResolver< d > *positionResolver=0) | physics::World< d > | [inline] |
~World() | physics::World< d > | [inline] |