Jolt Physics
A multi core friendly Game Physics Engine
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This is the complete list of members for AxisConstraintPart, including all inherited members.
CalculateConstraintProperties(const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias=0.0f) | AxisConstraintPart | inline |
CalculateConstraintPropertiesWithFrequencyAndDamping(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inFrequency, float inDamping) | AxisConstraintPart | inline |
CalculateConstraintPropertiesWithMassOverride(const Body &inBody1, float inInvMass1, float inInvInertiaScale1, Vec3Arg inR1PlusU, const Body &inBody2, float inInvMass2, float inInvInertiaScale2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias=0.0f) | AxisConstraintPart | inline |
CalculateConstraintPropertiesWithSettings(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, const SpringSettings &inSpringSettings) | AxisConstraintPart | inline |
CalculateConstraintPropertiesWithStiffnessAndDamping(float inDeltaTime, const Body &inBody1, Vec3Arg inR1PlusU, const Body &inBody2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inC, float inStiffness, float inDamping) | AxisConstraintPart | inline |
Deactivate() | AxisConstraintPart | inline |
GetTotalLambda() const | AxisConstraintPart | inline |
IsActive() const | AxisConstraintPart | inline |
RestoreState(StateRecorder &inStream) | AxisConstraintPart | inline |
SaveState(StateRecorder &inStream) const | AxisConstraintPart | inline |
SetTotalLambda(float inLambda) | AxisConstraintPart | inline |
SolvePositionConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inC, float inBaumgarte) const | AxisConstraintPart | inline |
SolvePositionConstraintWithMassOverride(Body &ioBody1, float inInvMass1, Body &ioBody2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inC, float inBaumgarte) const | AxisConstraintPart | inline |
SolveVelocityConstraint(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda) | AxisConstraintPart | inline |
SolveVelocityConstraintWithMassOverride(Body &ioBody1, float inInvMass1, Body &ioBody2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda) | AxisConstraintPart | inline |
TemplatedCalculateConstraintProperties(float inInvMass1, Mat44Arg inInvI1, Vec3Arg inR1PlusU, float inInvMass2, Mat44Arg inInvI2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias=0.0f) | AxisConstraintPart | inline |
TemplatedSolveVelocityConstraint(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda) | AxisConstraintPart | inline |
TemplatedSolveVelocityConstraintApplyLambda(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inTotalLambda) | AxisConstraintPart | inline |
TemplatedSolveVelocityConstraintGetTotalLambda(const MotionProperties *ioMotionProperties1, const MotionProperties *ioMotionProperties2, Vec3Arg inWorldSpaceAxis) const | AxisConstraintPart | inline |
TemplatedWarmStart(MotionProperties *ioMotionProperties1, float inInvMass1, MotionProperties *ioMotionProperties2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio) | AxisConstraintPart | inline |
WarmStart(Body &ioBody1, Body &ioBody2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio) | AxisConstraintPart | inline |