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

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

ActivateBodies(const BodyID *inBodyIDs, int inNumber)BodyInterface
ActivateBodiesInAABox(const AABox &inBox, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter)BodyInterface
ActivateBody(const BodyID &inBodyID)BodyInterface
ActivateConstraint(const TwoBodyConstraint *inConstraint)BodyInterface
AddAngularImpulse(const BodyID &inBodyID, Vec3Arg inAngularImpulse)BodyInterface
AddBodiesAbort(BodyID *ioBodies, int inNumber, AddState inAddState)BodyInterface
AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState, EActivation inActivationMode)BodyInterface
AddBodiesPrepare(BodyID *ioBodies, int inNumber)BodyInterface
AddBody(const BodyID &inBodyID, EActivation inActivationMode)BodyInterface
AddForce(const BodyID &inBodyID, Vec3Arg inForce)BodyInterface
AddForce(const BodyID &inBodyID, Vec3Arg inForce, RVec3Arg inPoint)BodyInterface
AddForceAndTorque(const BodyID &inBodyID, Vec3Arg inForce, Vec3Arg inTorque)BodyInterface
AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse)BodyInterface
AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse, RVec3Arg inPoint)BodyInterface
AddLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity)BodyInterface
AddLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity)BodyInterface
AddState typedefBodyInterface
AddTorque(const BodyID &inBodyID, Vec3Arg inTorque)BodyInterface
ApplyBuoyancyImpulse(const BodyID &inBodyID, RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime)BodyInterface
AssignBodyID(Body *ioBody)BodyInterface
AssignBodyID(Body *ioBody, const BodyID &inBodyID)BodyInterface
CreateAndAddBody(const BodyCreationSettings &inSettings, EActivation inActivationMode)BodyInterface
CreateAndAddSoftBody(const SoftBodyCreationSettings &inSettings, EActivation inActivationMode)BodyInterface
CreateBody(const BodyCreationSettings &inSettings)BodyInterface
CreateBodyWithID(const BodyID &inBodyID, const BodyCreationSettings &inSettings)BodyInterface
CreateBodyWithoutID(const BodyCreationSettings &inSettings) constBodyInterface
CreateConstraint(const TwoBodyConstraintSettings *inSettings, const BodyID &inBodyID1, const BodyID &inBodyID2)BodyInterface
CreateSoftBody(const SoftBodyCreationSettings &inSettings)BodyInterface
CreateSoftBodyWithID(const BodyID &inBodyID, const SoftBodyCreationSettings &inSettings)BodyInterface
CreateSoftBodyWithoutID(const SoftBodyCreationSettings &inSettings) constBodyInterface
DeactivateBodies(const BodyID *inBodyIDs, int inNumber)BodyInterface
DeactivateBody(const BodyID &inBodyID)BodyInterface
DestroyBodies(const BodyID *inBodyIDs, int inNumber)BodyInterface
DestroyBody(const BodyID &inBodyID)BodyInterface
DestroyBodyWithoutID(Body *inBody) constBodyInterface
GetAngularVelocity(const BodyID &inBodyID) constBodyInterface
GetBodyType(const BodyID &inBodyID) constBodyInterface
GetCenterOfMassPosition(const BodyID &inBodyID) constBodyInterface
GetCenterOfMassTransform(const BodyID &inBodyID) constBodyInterface
GetFriction(const BodyID &inBodyID) constBodyInterface
GetGravityFactor(const BodyID &inBodyID) constBodyInterface
GetInverseInertia(const BodyID &inBodyID) constBodyInterface
GetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3 &outLinearVelocity, Vec3 &outAngularVelocity) constBodyInterface
GetLinearVelocity(const BodyID &inBodyID) constBodyInterface
GetMaterial(const BodyID &inBodyID, const SubShapeID &inSubShapeID) constBodyInterface
GetMotionQuality(const BodyID &inBodyID) constBodyInterface
GetMotionType(const BodyID &inBodyID) constBodyInterface
GetObjectLayer(const BodyID &inBodyID) constBodyInterface
GetPointVelocity(const BodyID &inBodyID, RVec3Arg inPoint) constBodyInterface
GetPosition(const BodyID &inBodyID) constBodyInterface
GetPositionAndRotation(const BodyID &inBodyID, RVec3 &outPosition, Quat &outRotation) constBodyInterface
GetRestitution(const BodyID &inBodyID) constBodyInterface
GetRotation(const BodyID &inBodyID) constBodyInterface
GetShape(const BodyID &inBodyID) constBodyInterface
GetTransformedShape(const BodyID &inBodyID) constBodyInterface
GetUseManifoldReduction(const BodyID &inBodyID) constBodyInterface
GetUserData(const BodyID &inBodyID) constBodyInterface
GetWorldTransform(const BodyID &inBodyID) constBodyInterface
Init(BodyLockInterface &inBodyLockInterface, BodyManager &inBodyManager, BroadPhase &inBroadPhase)BodyInterfaceinline
InvalidateContactCache(const BodyID &inBodyID)BodyInterface
IsActive(const BodyID &inBodyID) constBodyInterface
IsAdded(const BodyID &inBodyID) constBodyInterface
MoveKinematic(const BodyID &inBodyID, RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime)BodyInterface
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties, EActivation inActivationMode) constBodyInterface
operator=(const NonCopyable &)=deleteNonCopyable
RemoveBodies(BodyID *ioBodies, int inNumber)BodyInterface
RemoveBody(const BodyID &inBodyID)BodyInterface
SetAngularVelocity(const BodyID &inBodyID, Vec3Arg inAngularVelocity)BodyInterface
SetFriction(const BodyID &inBodyID, float inFriction)BodyInterface
SetGravityFactor(const BodyID &inBodyID, float inGravityFactor)BodyInterface
SetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity)BodyInterface
SetLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity)BodyInterface
SetMotionQuality(const BodyID &inBodyID, EMotionQuality inMotionQuality)BodyInterface
SetMotionType(const BodyID &inBodyID, EMotionType inMotionType, EActivation inActivationMode)BodyInterface
SetObjectLayer(const BodyID &inBodyID, ObjectLayer inLayer)BodyInterface
SetPosition(const BodyID &inBodyID, RVec3Arg inPosition, EActivation inActivationMode)BodyInterface
SetPositionAndRotation(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode)BodyInterface
SetPositionAndRotationWhenChanged(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode)BodyInterface
SetPositionRotationAndVelocity(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity)BodyInterface
SetRestitution(const BodyID &inBodyID, float inRestitution)BodyInterface
SetRotation(const BodyID &inBodyID, QuatArg inRotation, EActivation inActivationMode)BodyInterface
SetShape(const BodyID &inBodyID, const Shape *inShape, bool inUpdateMassProperties, EActivation inActivationMode) constBodyInterface
SetUseManifoldReduction(const BodyID &inBodyID, bool inUseReduction)BodyInterface
SetUserData(const BodyID &inBodyID, uint64 inUserData) constBodyInterface
UnassignBodyID(const BodyID &inBodyID)BodyInterface
UnassignBodyIDs(const BodyID *inBodyIDs, int inNumber, Body **outBodies)BodyInterface