Jolt Physics
A multi core friendly Game Physics Engine
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CollisionCollector< ResultTypeArg, TraitsType > Member List

This is the complete list of members for CollisionCollector< ResultTypeArg, TraitsType >, including all inherited members.

AddHit(const ResultType &inResult)=0CollisionCollector< ResultTypeArg, TraitsType >pure virtual
CollisionCollector()=defaultCollisionCollector< ResultTypeArg, TraitsType >
CollisionCollector(const CollisionCollector< ResultTypeArg2, TraitsType > &inRHS)CollisionCollector< ResultTypeArg, TraitsType >inlineexplicit
CollisionCollector(const CollisionCollector< ResultTypeArg, TraitsType > &inRHS)=defaultCollisionCollector< ResultTypeArg, TraitsType >
ForceEarlyOut()CollisionCollector< ResultTypeArg, TraitsType >inline
GetContext() constCollisionCollector< ResultTypeArg, TraitsType >inline
GetEarlyOutFraction() constCollisionCollector< ResultTypeArg, TraitsType >inline
GetPositiveEarlyOutFraction() constCollisionCollector< ResultTypeArg, TraitsType >inline
OnBody(const Body &inBody)CollisionCollector< ResultTypeArg, TraitsType >inlinevirtual
Reset()CollisionCollector< ResultTypeArg, TraitsType >inlinevirtual
ResetEarlyOutFraction(float inFraction=TraitsType::InitialEarlyOutFraction)CollisionCollector< ResultTypeArg, TraitsType >inline
ResultType typedefCollisionCollector< ResultTypeArg, TraitsType >
SetContext(const TransformedShape *inContext)CollisionCollector< ResultTypeArg, TraitsType >inline
SetUserData(uint64 inUserData)CollisionCollector< ResultTypeArg, TraitsType >inlinevirtual
ShouldEarlyOut() constCollisionCollector< ResultTypeArg, TraitsType >inline
UpdateEarlyOutFraction(float inFraction)CollisionCollector< ResultTypeArg, TraitsType >inline
~CollisionCollector()=defaultCollisionCollector< ResultTypeArg, TraitsType >virtual