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

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

AddBodiesAbort(BodyID *ioBodies, int inNumber, AddState inAddState)BroadPhaseinlinevirtual
AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState) overrideBroadPhaseBruteForcevirtual
AddBodiesPrepare(BodyID *ioBodies, int inNumber)BroadPhaseinlinevirtual
AddState typedefBroadPhase
CastAABox(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const overrideBroadPhaseBruteForcevirtual
CastAABoxNoLock(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const overrideBroadPhaseBruteForcevirtual
CastRay(const RayCast &inRay, RayCastBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const overrideBroadPhaseBruteForcevirtual
CollideAABox(const AABox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const overrideBroadPhaseBruteForcevirtual
CollideOrientedBox(const OrientedBox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const overrideBroadPhaseBruteForcevirtual
CollidePoint(Vec3Arg inPoint, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const overrideBroadPhaseBruteForcevirtual
CollideSphere(Vec3Arg inCenter, float inRadius, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const overrideBroadPhaseBruteForcevirtual
FindCollidingPairs(BodyID *ioActiveBodies, int inNumActiveBodies, float inSpeculativeContactDistance, const ObjectVsBroadPhaseLayerFilter &inObjectVsBroadPhaseLayerFilter, const ObjectLayerPairFilter &inObjectLayerPairFilter, BodyPairCollector &ioPairCollector) const overrideBroadPhaseBruteForcevirtual
FrameSync()BroadPhaseinlinevirtual
Init(BodyManager *inBodyManager, const BroadPhaseLayerInterface &inLayerInterface)BroadPhasevirtual
LockModifications()BroadPhaseinlinevirtual
mBodyManagerBroadPhaseprotected
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
NotifyBodiesAABBChanged(BodyID *ioBodies, int inNumber, bool inTakeLock) overrideBroadPhaseBruteForcevirtual
NotifyBodiesLayerChanged(BodyID *ioBodies, int inNumber) overrideBroadPhaseBruteForcevirtual
operator=(const NonCopyable &)=deleteNonCopyable
Optimize()BroadPhaseinlinevirtual
RemoveBodies(BodyID *ioBodies, int inNumber) overrideBroadPhaseBruteForcevirtual
UnlockModifications()BroadPhaseinlinevirtual
UpdateFinalize(const UpdateState &inUpdateState)BroadPhaseinlinevirtual
UpdatePrepare()BroadPhaseinlinevirtual
~BroadPhaseQuery()=defaultBroadPhaseQueryvirtual