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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 BodyWithMotionProperties, 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 | |
| Body()=default | 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 |
| GetBodyCreationSettings() const | Body | |
| GetBodyType() const | Body | inline |
| GetBroadPhaseLayer() const | Body | inline |
| GetCenterOfMassPosition() const | Body | inline |
| GetCenterOfMassTransform() const | Body | inline |
| GetCollisionGroup() const | Body | inline |
| GetCollisionGroup() | 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 | |
| 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 | BodyWithMotionProperties | |
| MoveKinematic(RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime) | Body | |
| NonCopyable()=default | NonCopyable | |
| NonCopyable(const NonCopyable &)=delete | NonCopyable | |
| operator=(const NonCopyable &)=delete | NonCopyable | |
| ResetForce() | Body | inline |
| ResetTorque() | Body | inline |
| RestoreState(StateRecorder &inStream) | Body | |
| SaveState(StateRecorder &inStream) const | Body | |
| SensorDetectsStatic() const | Body | inline |
| SetAllowSleeping(bool inAllow) | Body | |
| SetAngularVelocity(Vec3Arg inAngularVelocity) | Body | inline |
| SetAngularVelocityClamped(Vec3Arg inAngularVelocity) | Body | inline |
| SetCollisionGroup(const CollisionGroup &inGroup) | 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 inResetSleepTestSpheres=true) | Body | |
| SetRestitution(float inRestitution) | Body | inline |
| SetSensorDetectsStatic(bool inDetectsStatic) | 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 |
| 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 |
| ~Body() | Body | inline |