Jolt Physics
A multi core friendly Game Physics Engine
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This is the complete list of members for CharacterVirtual, including all inherited members.
AddRef() const | RefTarget< CharacterBase > | inline |
CancelVelocityTowardsSteepSlopes(Vec3Arg inDesiredVelocity) const | CharacterVirtual | |
CanWalkStairs(Vec3Arg inLinearVelocity) const | CharacterVirtual | |
cEmbedded | RefTarget< CharacterBase > | protectedstatic |
CharacterBase(const CharacterBaseSettings *inSettings, PhysicsSystem *inSystem) | CharacterBase | |
CharacterVirtual(const CharacterVirtualSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem) | CharacterVirtual | |
CharacterVirtual(const CharacterVirtualSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, PhysicsSystem *inSystem) | CharacterVirtual | inline |
CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) const | CharacterVirtual | |
cNoMaxSlopeAngle | CharacterBase | protectedstatic |
ContactList typedef | CharacterVirtual | |
EGroundState enum name | CharacterBase | |
ExtendedUpdate(float inDeltaTime, Vec3Arg inGravity, const ExtendedUpdateSettings &inSettings, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator) | CharacterVirtual | |
GetActiveContacts() const | CharacterVirtual | inline |
GetCenterOfMassPosition() const | CharacterVirtual | inline |
GetCenterOfMassTransform() const | CharacterVirtual | inline |
GetCharacterPadding() const | CharacterVirtual | inline |
GetCosMaxSlopeAngle() const | CharacterBase | inline |
GetEnhancedInternalEdgeRemoval() const | CharacterVirtual | 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 |
GetHitReductionCosMaxAngle() const | CharacterVirtual | inline |
GetInnerBodyID() const | CharacterVirtual | inline |
GetLinearVelocity() const | CharacterVirtual | inline |
GetListener() const | CharacterVirtual | inline |
GetMass() const | CharacterVirtual | inline |
GetMaxHitsExceeded() const | CharacterVirtual | inline |
GetMaxNumHits() const | CharacterVirtual | inline |
GetMaxStrength() const | CharacterVirtual | inline |
GetPenetrationRecoverySpeed() const | CharacterVirtual | inline |
GetPosition() const | CharacterVirtual | inline |
GetRefCount() const | RefTarget< CharacterBase > | inline |
GetRotation() const | CharacterVirtual | inline |
GetShape() const | CharacterBase | inline |
GetShapeOffset() const | CharacterVirtual | inline |
GetTransformedShape() const | CharacterVirtual | inline |
GetUp() const | CharacterBase | inline |
GetUserData() const | CharacterVirtual | inline |
GetWorldTransform() const | CharacterVirtual | inline |
HasCollidedWith(const BodyID &inBody) const | CharacterVirtual | inline |
HasCollidedWith(const CharacterVirtual *inCharacter) const | CharacterVirtual | inline |
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 | |
RefTarget< CharacterBase >::operator=(const RefTarget &) | RefTarget< CharacterBase > | inline |
NonCopyable::operator=(const NonCopyable &)=delete | NonCopyable | |
RefreshContacts(const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator) | CharacterVirtual | |
RefTarget()=default | RefTarget< CharacterBase > | inline |
RefTarget(const RefTarget &) | RefTarget< CharacterBase > | inline |
Release() const | RefTarget< CharacterBase > | inline |
RestoreState(StateRecorder &inStream) override | CharacterVirtual | virtual |
SaveState(StateRecorder &inStream) const override | CharacterVirtual | virtual |
sDrawConstraints | CharacterVirtual | inlinestatic |
sDrawStickToFloor | CharacterVirtual | inlinestatic |
sDrawWalkStairs | CharacterVirtual | inlinestatic |
SetCharacterVsCharacterCollision(CharacterVsCharacterCollision *inCharacterVsCharacterCollision) | CharacterVirtual | inline |
SetEmbedded() const | RefTarget< CharacterBase > | inline |
SetEnhancedInternalEdgeRemoval(bool inApply) | CharacterVirtual | inline |
SetHitReductionCosMaxAngle(float inCosMaxAngle) | CharacterVirtual | inline |
SetInnerBodyShape(const Shape *inShape) | CharacterVirtual | |
SetLinearVelocity(Vec3Arg inLinearVelocity) | CharacterVirtual | inline |
SetListener(CharacterContactListener *inListener) | CharacterVirtual | inline |
SetMass(float inMass) | CharacterVirtual | inline |
SetMaxNumHits(uint inMaxHits) | CharacterVirtual | inline |
SetMaxSlopeAngle(float inMaxSlopeAngle) | CharacterBase | inline |
SetMaxStrength(float inMaxStrength) | CharacterVirtual | inline |
SetPenetrationRecoverySpeed(float inSpeed) | CharacterVirtual | inline |
SetPosition(RVec3Arg inPosition) | CharacterVirtual | inline |
SetRotation(QuatArg inRotation) | CharacterVirtual | inline |
SetShape(const Shape *inShape, float inMaxPenetrationDepth, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator) | CharacterVirtual | |
SetShapeOffset(Vec3Arg inShapeOffset) | CharacterVirtual | inline |
SetUp(Vec3Arg inUp) | CharacterBase | inline |
SetUserData(uint64 inUserData) | CharacterVirtual | |
sInternalGetRefCountOffset() | RefTarget< CharacterBase > | inlinestatic |
StickToFloor(Vec3Arg inStepDown, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator) | CharacterVirtual | |
sToString(EGroundState inState) | CharacterBase | static |
TempContactList typedef | CharacterVirtual | |
Update(float inDeltaTime, Vec3Arg inGravity, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator) | CharacterVirtual | |
UpdateGroundVelocity() | CharacterVirtual | |
WalkStairs(float inDeltaTime, Vec3Arg inStepUp, Vec3Arg inStepForward, Vec3Arg inStepForwardTest, Vec3Arg inStepDownExtra, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator) | CharacterVirtual | |
~CharacterBase()=default | CharacterBase | virtual |
~CharacterVirtual() override | CharacterVirtual | virtual |
~RefTarget() | RefTarget< CharacterBase > | inline |