23 #include "worldsimconfig.h" 
   26 #include "wquaternion.h" 
   32 class PhyObjectPrivate;
 
   34 class PhyCompoundObject;
 
   67     void setKinematic(
bool b, 
bool c = 
false);
 
   84         return !isKinematic || isKinematicCollidable;
 
   92     void setStatic(
bool b);
 
  110     void addForce( 
const wVector& force );
 
  111     void setForce( 
const wVector& force);
 
  114     void addTorque( 
const wVector& torque );
 
  115     void setTorque( 
const wVector& torque );
 
  119     void setMassInertiaVec( 
const wVector& );
 
  121     wVector massInertiaVec() 
const;
 
  123     wVector invMassInertiaVec() 
const;
 
  127     void setMass( 
real );
 
  131     void setOmega( 
const wVector& omega );
 
  133     void setVelocity( 
const wVector& velocity );
 
  135     void addImpulse( 
const wVector& pointDeltaVeloc, 
const wVector& pointPosit );
 
  136     void setMaterial( QString material );
 
  137     QString material() 
const;
 
  148     bool isKinematicCollidable;
 
  157     virtual void changedMatrix();
 
  160     WorldPrivate* worldpriv;
 
  161     friend class PhyObjectPrivate;
 
  162     friend class WorldPrivate;
 
  166     void createPrivateObject();
 
bool getKinematic() const 
Returns true if the object has kinematic behaviour. 
 
static wMatrix identity()
create an identity matrix 
 
bool isCollidable() const 
Returns true if this object collides with other object. 
 
bool getStatic() const 
Returns true if the object is static. 
 
PhyObjectPrivate * priv
Engine encapsulation.