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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 Character, including all inherited members.
| Activate(bool inLockBodies=true) | Character | |
| AddImpulse(Vec3Arg inImpulse, bool inLockBodies=true) | Character | |
| AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies=true) | Character | |
| AddRef() const | RefTarget< CharacterBase > | inline |
| AddToPhysicsSystem(EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true) | Character | |
| cEmbedded | RefTarget< CharacterBase > | protectedstatic |
| Character(const CharacterSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem) | Character | |
| CharacterBase(const CharacterBaseSettings *inSettings, PhysicsSystem *inSystem) | CharacterBase | |
| CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies=true) const | Character | |
| cNoMaxSlopeAngle | CharacterBase | protectedstatic |
| EGroundState enum name | CharacterBase | |
| GetBodyID() const | Character | inline |
| GetCenterOfMassPosition(bool inLockBodies=true) const | Character | |
| GetCharacterSettings(bool inLockBodies=true) const | Character | |
| GetCosMaxSlopeAngle() const | CharacterBase | inline |
| GetGroundBodyID() const | CharacterBase | inline |
| GetGroundMaterial() const | CharacterBase | inline |
| GetGroundNormal() const | CharacterBase | inline |
| GetGroundPosition() const | CharacterBase | inline |
| GetGroundState() const | CharacterBase | inline |
| GetGroundSubShapeID() const | CharacterBase | inline |
| GetGroundUserData() const | CharacterBase | inline |
| GetGroundVelocity() const | CharacterBase | inline |
| GetLayer() const | Character | inline |
| GetLinearVelocity(bool inLockBodies=true) const | Character | |
| GetPosition(bool inLockBodies=true) const | Character | |
| GetPositionAndRotation(RVec3 &outPosition, Quat &outRotation, bool inLockBodies=true) const | Character | |
| GetRefCount() const | RefTarget< CharacterBase > | inline |
| GetRotation(bool inLockBodies=true) const | Character | |
| GetShape() const | CharacterBase | inline |
| GetTransformedShape(bool inLockBodies=true) const | Character | |
| GetUp() const | CharacterBase | inline |
| GetWorldTransform(bool inLockBodies=true) const | Character | |
| IsSlopeTooSteep(Vec3Arg inNormal) const | CharacterBase | inline |
| IsSupported() const | CharacterBase | inline |
| mCosMaxSlopeAngle | CharacterBase | protected |
| mGroundBodyID | CharacterBase | protected |
| mGroundBodySubShapeID | CharacterBase | protected |
| mGroundMaterial | CharacterBase | protected |
| mGroundNormal | CharacterBase | protected |
| mGroundPosition | CharacterBase | protected |
| mGroundState | CharacterBase | protected |
| mGroundUserData | CharacterBase | protected |
| mGroundVelocity | CharacterBase | protected |
| mRefCount | RefTarget< CharacterBase > | mutableprotected |
| mShape | CharacterBase | protected |
| mSupportingVolume | CharacterBase | protected |
| mSystem | CharacterBase | protected |
| mUp | CharacterBase | protected |
| NonCopyable()=default | NonCopyable | |
| NonCopyable(const NonCopyable &)=delete | NonCopyable | |
| CharacterBase::RefTarget< CharacterBase >::operator=(const RefTarget &) | RefTarget< CharacterBase > | inline |
| NonCopyable::operator=(const NonCopyable &)=delete | NonCopyable | |
| PostSimulation(float inMaxSeparationDistance, bool inLockBodies=true) | Character | |
| RefTarget()=default | RefTarget< CharacterBase > | inline |
| RefTarget(const RefTarget &) | RefTarget< CharacterBase > | inline |
| Release() const | RefTarget< CharacterBase > | inline |
| RemoveFromPhysicsSystem(bool inLockBodies=true) | Character | |
| RestoreState(StateRecorder &inStream) | CharacterBase | virtual |
| SaveState(StateRecorder &inStream) const | CharacterBase | virtual |
| SetEmbedded() const | RefTarget< CharacterBase > | inline |
| SetLayer(ObjectLayer inLayer, bool inLockBodies=true) | Character | |
| SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies=true) | Character | |
| SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies=true) | Character | |
| SetMaxSlopeAngle(float inMaxSlopeAngle) | CharacterBase | inline |
| SetPosition(RVec3Arg inPosition, EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true) | Character | |
| SetPositionAndRotation(RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true) const | Character | |
| SetRotation(QuatArg inRotation, EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true) | Character | |
| SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies=true) | Character | |
| SetUp(Vec3Arg inUp) | CharacterBase | inline |
| sInternalGetRefCountOffset() | RefTarget< CharacterBase > | inlinestatic |
| sToString(EGroundState inState) | CharacterBase | static |
| ~Character() override | Character | virtual |
| ~CharacterBase()=default | CharacterBase | virtual |
| ~RefTarget() | RefTarget< CharacterBase > | inline |