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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 ContactConstraintPart< Type1, Type2 >, including all inherited members.
| CalculateConstraintProperties(float inInvMass1, Mat44Arg inInvI1, Vec3Arg inR1PlusU, float inInvMass2, Mat44Arg inInvI2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias=0.0f) | ContactConstraintPart< Type1, Type2 > | inline |
| Deactivate() | ContactConstraintPart1< Type1 > | inline |
| GetTotalLambda() const | ContactConstraintPart1< Type1 > | inline |
| IsActive() const | ContactConstraintPart1< Type1 > | inline |
| mBias | ContactConstraintPart1< Type1 > | protected |
| mEffectiveMass | ContactConstraintPart1< Type1 > | protected |
| mTotalLambda | ContactConstraintPart1< Type1 > | protected |
| SetTotalLambda(float inLambda) | ContactConstraintPart1< Type1 > | inline |
| SolvePositionConstraint(Body &ioBody1, float inInvMass1, Body &ioBody2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inC, float inBaumgarte) const | ContactConstraintPart< Type1, Type2 > | inline |
| SolveVelocityConstraint(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda) | ContactConstraintPart< Type1, Type2 > | inline |
| SolveVelocityConstraintApplyLambda(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inTotalLambda) | ContactConstraintPart< Type1, Type2 > | inline |
| SolveVelocityConstraintGetTotalLambda(const MotionProperties *ioMotionProperties1, const MotionProperties *ioMotionProperties2, Vec3Arg inWorldSpaceAxis) const | ContactConstraintPart< Type1, Type2 > | inline |
| WarmStart(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio) | ContactConstraintPart< Type1, Type2 > | inline |