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Jolt Physics
A multi core friendly Game Physics Engine
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This is the complete list of members for AngularFrictionConstraintPart< Type1, Type2 >, including all inherited members.
| CalculateConstraintProperties(Mat44Arg inInvI1, Mat44Arg inInvI2, Vec3Arg inWorldSpaceAxis, float inBias=0.0f) | AngularFrictionConstraintPart< Type1, Type2 > | inline |
| Deactivate() | ContactConstraintPart1< EMotionType::Static > | inline |
| GetTotalLambda() const | ContactConstraintPart1< EMotionType::Static > | inline |
| IsActive() const | ContactConstraintPart1< EMotionType::Static > | inline |
| mEffectiveMass | ContactConstraintPart1< EMotionType::Static > | protected |
| mTotalLambda | ContactConstraintPart1< EMotionType::Static > | protected |
| SetTotalLambda(float inLambda) | ContactConstraintPart1< EMotionType::Static > | inline |
| SolveVelocityConstraint(Vec3 &ioAngularVelocity1, Vec3 &ioAngularVelocity2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda) | AngularFrictionConstraintPart< Type1, Type2 > | inline |
| WarmStart(Vec3 &ioAngularVelocity1, Vec3 &ioAngularVelocity2, float inWarmStartImpulseRatio) | AngularFrictionConstraintPart< Type1, Type2 > | inline |