Jolt Physics
A multi core friendly Game Physics Engine
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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, EActivation inActivationMode=EActivation::Activate) | BodyInterface | |
AddForce(const BodyID &inBodyID, Vec3Arg inForce, RVec3Arg inPoint, EActivation inActivationMode=EActivation::Activate) | BodyInterface | |
AddForceAndTorque(const BodyID &inBodyID, Vec3Arg inForce, Vec3Arg inTorque, EActivation inActivationMode=EActivation::Activate) | 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 typedef | BodyInterface | |
AddTorque(const BodyID &inBodyID, Vec3Arg inTorque, EActivation inActivationMode=EActivation::Activate) | 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) const | BodyInterface | |
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) const | BodyInterface | |
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) const | BodyInterface | |
GetAngularVelocity(const BodyID &inBodyID) const | BodyInterface | |
GetBodyType(const BodyID &inBodyID) const | BodyInterface | |
GetCenterOfMassPosition(const BodyID &inBodyID) const | BodyInterface | |
GetCenterOfMassTransform(const BodyID &inBodyID) const | BodyInterface | |
GetFriction(const BodyID &inBodyID) const | BodyInterface | |
GetGravityFactor(const BodyID &inBodyID) const | BodyInterface | |
GetInverseInertia(const BodyID &inBodyID) const | BodyInterface | |
GetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3 &outLinearVelocity, Vec3 &outAngularVelocity) const | BodyInterface | |
GetLinearVelocity(const BodyID &inBodyID) const | BodyInterface | |
GetMaterial(const BodyID &inBodyID, const SubShapeID &inSubShapeID) const | BodyInterface | |
GetMotionQuality(const BodyID &inBodyID) const | BodyInterface | |
GetMotionType(const BodyID &inBodyID) const | BodyInterface | |
GetObjectLayer(const BodyID &inBodyID) const | BodyInterface | |
GetPointVelocity(const BodyID &inBodyID, RVec3Arg inPoint) const | BodyInterface | |
GetPosition(const BodyID &inBodyID) const | BodyInterface | |
GetPositionAndRotation(const BodyID &inBodyID, RVec3 &outPosition, Quat &outRotation) const | BodyInterface | |
GetRestitution(const BodyID &inBodyID) const | BodyInterface | |
GetRotation(const BodyID &inBodyID) const | BodyInterface | |
GetShape(const BodyID &inBodyID) const | BodyInterface | |
GetTransformedShape(const BodyID &inBodyID) const | BodyInterface | |
GetUseManifoldReduction(const BodyID &inBodyID) const | BodyInterface | |
GetUserData(const BodyID &inBodyID) const | BodyInterface | |
GetWorldTransform(const BodyID &inBodyID) const | BodyInterface | |
Init(BodyLockInterface &inBodyLockInterface, BodyManager &inBodyManager, BroadPhase &inBroadPhase) | BodyInterface | inline |
InvalidateContactCache(const BodyID &inBodyID) | BodyInterface | |
IsActive(const BodyID &inBodyID) const | BodyInterface | |
IsAdded(const BodyID &inBodyID) const | BodyInterface | |
MoveKinematic(const BodyID &inBodyID, RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime) | BodyInterface | |
NonCopyable()=default | NonCopyable | |
NonCopyable(const NonCopyable &)=delete | NonCopyable | |
NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties, EActivation inActivationMode) const | BodyInterface | |
operator=(const NonCopyable &)=delete | NonCopyable | |
RemoveBodies(BodyID *ioBodies, int inNumber) | BodyInterface | |
RemoveBody(const BodyID &inBodyID) | BodyInterface | |
ResetSleepTimer(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) const | BodyInterface | |
SetUseManifoldReduction(const BodyID &inBodyID, bool inUseReduction) | BodyInterface | |
SetUserData(const BodyID &inBodyID, uint64 inUserData) const | BodyInterface | |
UnassignBodyID(const BodyID &inBodyID) | BodyInterface | |
UnassignBodyIDs(const BodyID *inBodyIDs, int inNumber, Body **outBodies) | BodyInterface |