Jolt Physics
A multi core friendly Game Physics Engine
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Body Member List

This is the complete list of members for Body, including all inherited members.

AddAngularImpulse(Vec3Arg inAngularImpulse)Bodyinline
AddForce(Vec3Arg inForce)Bodyinline
AddForce(Vec3Arg inForce, RVec3Arg inPosition)Bodyinline
AddImpulse(Vec3Arg inImpulse)Bodyinline
AddImpulse(Vec3Arg inImpulse, RVec3Arg inPosition)Bodyinline
AddPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime)Bodyinline
AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)Bodyinline
AddTorque(Vec3Arg inTorque)Bodyinline
ApplyBuoyancyImpulse(RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime)Body
ApplyBuoyancyImpulse(float inTotalVolume, float inSubmergedVolume, Vec3Arg inRelativeCenterOfBuoyancy, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime)Body
BodyManagerBodyfriend
BodyWithMotionPropertiesBodyfriend
CalculateWorldSpaceBoundsInternal()Body
CanBeKinematicOrDynamic() constBodyinline
cInactiveIndexBodystatic
GetAccumulatedForce() constBodyinline
GetAccumulatedTorque() constBodyinline
GetAllowSleeping() constBodyinline
GetAngularVelocity() constBodyinline
GetApplyGyroscopicForce() constBodyinline
GetBodyCreationSettings() constBody
GetBodyType() constBodyinline
GetBroadPhaseLayer() constBodyinline
GetCenterOfMassPosition() constBodyinline
GetCenterOfMassTransform() constBodyinline
GetCollideKinematicVsNonDynamic() constBodyinline
GetCollisionGroup() constBodyinline
GetCollisionGroup()Bodyinline
GetEnhancedInternalEdgeRemoval() constBodyinline
GetEnhancedInternalEdgeRemovalWithBody(const Body &inBody2) constBodyinline
GetFriction() constBodyinline
GetID() constBodyinline
GetIndexInActiveBodiesInternal() constBodyinline
GetInverseCenterOfMassTransform() constBodyinline
GetInverseInertia() constBodyinline
GetLinearVelocity() constBodyinline
GetMotionProperties() constBodyinline
GetMotionProperties()Bodyinline
GetMotionPropertiesUnchecked() constBodyinline
GetMotionPropertiesUnchecked()Bodyinline
GetMotionType() constBodyinline
GetObjectLayer() constBodyinline
GetPointVelocity(RVec3Arg inPoint) constBodyinline
GetPointVelocityCOM(Vec3Arg inPointRelativeToCOM) constBodyinline
GetPosition() constBodyinline
GetRestitution() constBodyinline
GetRotation() constBodyinline
GetShape() constBodyinline
GetSoftBodyCreationSettings() constBody
GetSubmergedVolume(RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outRelativeCenterOfBuoyancy) constBody
GetTransformedShape() constBodyinline
GetUseManifoldReduction() constBodyinline
GetUseManifoldReductionWithBody(const Body &inBody2) constBodyinline
GetUserData() constBodyinline
GetWorldSpaceBounds() constBodyinline
GetWorldSpaceSurfaceNormal(const SubShapeID &inSubShapeID, RVec3Arg inPosition) constBodyinline
GetWorldTransform() constBodyinline
InvalidateContactCacheInternal()Bodyinline
IsActive() constBodyinline
IsCollisionCacheInvalid() constBodyinline
IsDynamic() constBodyinline
IsInBroadPhase() constBodyinline
IsKinematic() constBodyinline
IsRigidBody() constBodyinline
IsSensor() constBodyinline
IsSoftBody() constBodyinline
IsStatic() constBodyinline
MoveKinematic(RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime)Body
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
operator=(const NonCopyable &)=deleteNonCopyable
ResetForce()Bodyinline
ResetMotion()Bodyinline
ResetSleepTimer()Bodyinline
ResetTorque()Bodyinline
RestoreState(StateRecorder &inStream)Body
SaveState(StateRecorder &inStream) constBody
SetAllowSleeping(bool inAllow)Body
SetAngularVelocity(Vec3Arg inAngularVelocity)Bodyinline
SetAngularVelocityClamped(Vec3Arg inAngularVelocity)Bodyinline
SetApplyGyroscopicForce(bool inApply)Bodyinline
SetCollideKinematicVsNonDynamic(bool inCollide)Bodyinline
SetCollisionGroup(const CollisionGroup &inGroup)Bodyinline
SetEnhancedInternalEdgeRemoval(bool inApply)Bodyinline
SetFriction(float inFriction)Bodyinline
SetInBroadPhaseInternal(bool inInBroadPhase)Bodyinline
SetIsSensor(bool inIsSensor)Bodyinline
SetLinearVelocity(Vec3Arg inLinearVelocity)Bodyinline
SetLinearVelocityClamped(Vec3Arg inLinearVelocity)Bodyinline
SetMotionType(EMotionType inMotionType)Body
SetPositionAndRotationInternal(RVec3Arg inPosition, QuatArg inRotation, bool inResetSleepTimer=true)Body
SetRestitution(float inRestitution)Bodyinline
SetShapeInternal(const Shape *inShape, bool inUpdateMassProperties)Body
SetUseManifoldReduction(bool inUseReduction)Bodyinline
SetUserData(uint64 inUserData)Bodyinline
sFindCollidingPairsCanCollide(const Body &inBody1, const Body &inBody2)Bodyinlinestatic
sFixedToWorldBodystatic
SoftBodyWithMotionPropertiesAndShapeBodyfriend
SubPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime)Bodyinline
SubRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime)Bodyinline
UpdateCenterOfMassInternal(Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties)Body
UpdateSleepStateInternal(float inDeltaTime, float inMaxMovement, float inTimeBeforeSleep)Body
ValidateContactCacheInternal()Bodyinline