Jolt Physics
A multi core friendly Game Physics Engine
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PhysicsSystem Member List

This is the complete list of members for PhysicsSystem, including all inherited members.

AddConstraint(Constraint *inConstraint)PhysicsSysteminline
AddConstraints(Constraint **inConstraints, int inNumber)PhysicsSysteminline
AddStepListener(PhysicsStepListener *inListener)PhysicsSystem
BodyStats typedefPhysicsSystem
DrawBodies(const BodyManager::DrawSettings &inSettings, DebugRenderer *inRenderer, const BodyDrawFilter *inBodyFilter=nullptr)PhysicsSysteminline
DrawConstraintLimits(DebugRenderer *inRenderer)PhysicsSysteminline
DrawConstraintReferenceFrame(DebugRenderer *inRenderer)PhysicsSysteminline
DrawConstraints(DebugRenderer *inRenderer)PhysicsSysteminline
GetActiveBodies(EBodyType inType, BodyIDVector &outBodyIDs) constPhysicsSysteminline
GetActiveBodiesUnsafe(EBodyType inType) constPhysicsSysteminline
GetBodies(BodyIDVector &outBodyIDs) constPhysicsSysteminline
GetBodyActivationListener() constPhysicsSysteminline
GetBodyInterface() constPhysicsSysteminline
GetBodyInterface()PhysicsSysteminline
GetBodyInterfaceNoLock() constPhysicsSysteminline
GetBodyInterfaceNoLock()PhysicsSysteminline
GetBodyLockInterface() constPhysicsSysteminline
GetBodyLockInterfaceNoLock() constPhysicsSysteminline
GetBodyStats() constPhysicsSysteminline
GetBounds() constPhysicsSysteminline
GetBroadPhaseQuery() constPhysicsSysteminline
GetCombineFriction() constPhysicsSysteminline
GetCombineRestitution() constPhysicsSysteminline
GetConstraints() constPhysicsSysteminline
GetContactListener() constPhysicsSysteminline
GetDefaultBroadPhaseLayerFilter(ObjectLayer inLayer) constPhysicsSysteminline
GetDefaultLayerFilter(ObjectLayer inLayer) constPhysicsSysteminline
GetGravity() constPhysicsSysteminline
GetMaxBodies() constPhysicsSysteminline
GetNarrowPhaseQuery() constPhysicsSysteminline
GetNarrowPhaseQueryNoLock() constPhysicsSysteminline
GetNumActiveBodies(EBodyType inType) constPhysicsSysteminline
GetNumBodies() constPhysicsSysteminline
GetPhysicsSettings() constPhysicsSysteminline
GetSimShapeFilter() constPhysicsSysteminline
GetSoftBodyContactListener() constPhysicsSysteminline
Init(uint inMaxBodies, uint inNumBodyMutexes, uint inMaxBodyPairs, uint inMaxContactConstraints, const BroadPhaseLayerInterface &inBroadPhaseLayerInterface, const ObjectVsBroadPhaseLayerFilter &inObjectVsBroadPhaseLayerFilter, const ObjectLayerPairFilter &inObjectLayerPairFilter)PhysicsSystem
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
operator=(const NonCopyable &)=deleteNonCopyable
OptimizeBroadPhase()PhysicsSystem
PhysicsSystem()PhysicsSysteminline
RemoveConstraint(Constraint *inConstraint)PhysicsSysteminline
RemoveConstraints(Constraint **inConstraints, int inNumber)PhysicsSysteminline
RemoveStepListener(PhysicsStepListener *inListener)PhysicsSystem
RestoreBodyState(Body &ioBody, StateRecorder &inStream)PhysicsSystem
RestoreState(StateRecorder &inStream, const StateRecorderFilter *inFilter=nullptr)PhysicsSystem
SaveBodyState(const Body &inBody, StateRecorder &inStream) constPhysicsSystem
SaveState(StateRecorder &inStream, EStateRecorderState inState=EStateRecorderState::All, const StateRecorderFilter *inFilter=nullptr) constPhysicsSystem
sDrawMotionQualityLinearCastPhysicsSystemstatic
SetBodyActivationListener(BodyActivationListener *inListener)PhysicsSysteminline
SetCombineFriction(ContactConstraintManager::CombineFunction inCombineFriction)PhysicsSysteminline
SetCombineRestitution(ContactConstraintManager::CombineFunction inCombineRestitution)PhysicsSysteminline
SetContactListener(ContactListener *inListener)PhysicsSysteminline
SetGravity(Vec3Arg inGravity)PhysicsSysteminline
SetPhysicsSettings(const PhysicsSettings &inSettings)PhysicsSysteminline
SetSimShapeFilter(const SimShapeFilter *inShapeFilter)PhysicsSysteminline
SetSoftBodyContactListener(SoftBodyContactListener *inListener)PhysicsSysteminline
Update(float inDeltaTime, int inCollisionSteps, TempAllocator *inTempAllocator, JobSystem *inJobSystem)PhysicsSystem
WereBodiesInContact(const BodyID &inBody1ID, const BodyID &inBody2ID) constPhysicsSysteminline
~PhysicsSystem()PhysicsSystem