Jolt Physics
A multi core friendly Game Physics Engine
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This is the complete list of members for SoftBodyWithMotionPropertiesAndShape, including all inherited members.
AddAngularImpulse(Vec3Arg inAngularImpulse) | Body | inline |
AddForce(Vec3Arg inForce) | Body | inline |
AddForce(Vec3Arg inForce, RVec3Arg inPosition) | Body | inline |
AddImpulse(Vec3Arg inImpulse) | Body | inline |
AddImpulse(Vec3Arg inImpulse, RVec3Arg inPosition) | Body | inline |
AddPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime) | Body | inline |
AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime) | Body | inline |
AddTorque(Vec3Arg inTorque) | Body | inline |
ApplyBuoyancyImpulse(RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime) | Body | |
ApplyBuoyancyImpulse(float inTotalVolume, float inSubmergedVolume, Vec3Arg inRelativeCenterOfBuoyancy, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime) | Body | |
CalculateWorldSpaceBoundsInternal() | Body | |
CanBeKinematicOrDynamic() const | Body | inline |
cInactiveIndex | Body | static |
GetAccumulatedForce() const | Body | inline |
GetAccumulatedTorque() const | Body | inline |
GetAllowSleeping() const | Body | inline |
GetAngularVelocity() const | Body | inline |
GetApplyGyroscopicForce() const | Body | inline |
GetBodyCreationSettings() const | Body | |
GetBodyType() const | Body | inline |
GetBroadPhaseLayer() const | Body | inline |
GetCenterOfMassPosition() const | Body | inline |
GetCenterOfMassTransform() const | Body | inline |
GetCollideKinematicVsNonDynamic() const | Body | inline |
GetCollisionGroup() const | Body | inline |
GetCollisionGroup() | Body | inline |
GetEnhancedInternalEdgeRemoval() const | Body | inline |
GetEnhancedInternalEdgeRemovalWithBody(const Body &inBody2) const | Body | inline |
GetFriction() const | Body | inline |
GetID() const | Body | inline |
GetIndexInActiveBodiesInternal() const | Body | inline |
GetInverseCenterOfMassTransform() const | Body | inline |
GetInverseInertia() const | Body | inline |
GetLinearVelocity() const | Body | inline |
GetMotionProperties() const | Body | inline |
GetMotionProperties() | Body | inline |
GetMotionPropertiesUnchecked() const | Body | inline |
GetMotionPropertiesUnchecked() | Body | inline |
GetMotionType() const | Body | inline |
GetObjectLayer() const | Body | inline |
GetPointVelocity(RVec3Arg inPoint) const | Body | inline |
GetPointVelocityCOM(Vec3Arg inPointRelativeToCOM) const | Body | inline |
GetPosition() const | Body | inline |
GetRestitution() const | Body | inline |
GetRotation() const | Body | inline |
GetShape() const | Body | inline |
GetSoftBodyCreationSettings() const | Body | |
GetSubmergedVolume(RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outRelativeCenterOfBuoyancy) const | Body | |
GetTransformedShape() const | Body | inline |
GetUseManifoldReduction() const | Body | inline |
GetUseManifoldReductionWithBody(const Body &inBody2) const | Body | inline |
GetUserData() const | Body | inline |
GetWorldSpaceBounds() const | Body | inline |
GetWorldSpaceSurfaceNormal(const SubShapeID &inSubShapeID, RVec3Arg inPosition) const | Body | inline |
GetWorldTransform() const | Body | inline |
InvalidateContactCacheInternal() | Body | inline |
IsActive() const | Body | inline |
IsCollisionCacheInvalid() const | Body | inline |
IsDynamic() const | Body | inline |
IsInBroadPhase() const | Body | inline |
IsKinematic() const | Body | inline |
IsRigidBody() const | Body | inline |
IsSensor() const | Body | inline |
IsSoftBody() const | Body | inline |
IsStatic() const | Body | inline |
mMotionProperties | SoftBodyWithMotionPropertiesAndShape | |
MoveKinematic(RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime) | Body | |
mShape | SoftBodyWithMotionPropertiesAndShape | |
NonCopyable()=default | NonCopyable | |
NonCopyable(const NonCopyable &)=delete | NonCopyable | |
operator=(const NonCopyable &)=delete | NonCopyable | |
ResetForce() | Body | inline |
ResetMotion() | Body | inline |
ResetSleepTimer() | Body | inline |
ResetTorque() | Body | inline |
RestoreState(StateRecorder &inStream) | Body | |
SaveState(StateRecorder &inStream) const | Body | |
SetAllowSleeping(bool inAllow) | Body | |
SetAngularVelocity(Vec3Arg inAngularVelocity) | Body | inline |
SetAngularVelocityClamped(Vec3Arg inAngularVelocity) | Body | inline |
SetApplyGyroscopicForce(bool inApply) | Body | inline |
SetCollideKinematicVsNonDynamic(bool inCollide) | Body | inline |
SetCollisionGroup(const CollisionGroup &inGroup) | Body | inline |
SetEnhancedInternalEdgeRemoval(bool inApply) | Body | inline |
SetFriction(float inFriction) | Body | inline |
SetInBroadPhaseInternal(bool inInBroadPhase) | Body | inline |
SetIsSensor(bool inIsSensor) | Body | inline |
SetLinearVelocity(Vec3Arg inLinearVelocity) | Body | inline |
SetLinearVelocityClamped(Vec3Arg inLinearVelocity) | Body | inline |
SetMotionType(EMotionType inMotionType) | Body | |
SetPositionAndRotationInternal(RVec3Arg inPosition, QuatArg inRotation, bool inResetSleepTimer=true) | Body | |
SetRestitution(float inRestitution) | Body | inline |
SetShapeInternal(const Shape *inShape, bool inUpdateMassProperties) | Body | |
SetUseManifoldReduction(bool inUseReduction) | Body | inline |
SetUserData(uint64 inUserData) | Body | inline |
sFindCollidingPairsCanCollide(const Body &inBody1, const Body &inBody2) | Body | inlinestatic |
sFixedToWorld | Body | static |
SoftBodyWithMotionPropertiesAndShape() | SoftBodyWithMotionPropertiesAndShape | inline |
SubPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime) | Body | inline |
SubRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime) | Body | inline |
UpdateCenterOfMassInternal(Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties) | Body | |
UpdateSleepStateInternal(float inDeltaTime, float inMaxMovement, float inTimeBeforeSleep) | Body | |
ValidateContactCacheInternal() | Body | inline |