addNonShootable(btRigidBody *body) | Physics | |
addShootable(IShootable *shootable) | Physics | |
castGunRay(const Vec3 &from, const Vec3 &to, Vec3 &collisionPoint, btRigidBody *ignore) | Physics | |
castRay(const Vec3 &from, const Vec3 &to, Vec3 &collisionPoint, btRigidBody *ignore) | Physics | |
getWorld() | Physics | |
Physics() | Physics | |
removeShootable(IShootable *shootable) | Physics | |
update(const float timeStep) | Physics | |
~Physics() | Physics |