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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 BodyInterface, including all inherited members.
| ActivateBodies(const BodyID *inBodyIDs, int inNumber) | BodyInterface | |
| ActivateBodiesInAABox(const AABox &inBox, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) | BodyInterface | |
| ActivateBody(const BodyID &inBodyID) | BodyInterface | |
| ActivateConstraint(const TwoBodyConstraint *inConstraint) | BodyInterface | |
| AddAngularImpulse(const BodyID &inBodyID, Vec3Arg inAngularImpulse) | BodyInterface | |
| AddBodiesAbort(BodyID *ioBodies, int inNumber, AddState inAddState) | BodyInterface | |
| AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState, EActivation inActivationMode) | BodyInterface | |
| AddBodiesPrepare(BodyID *ioBodies, int inNumber) | BodyInterface | |
| AddBody(const BodyID &inBodyID, EActivation inActivationMode) | BodyInterface | |
| AddForce(const BodyID &inBodyID, Vec3Arg inForce) | BodyInterface | |
| AddForce(const BodyID &inBodyID, Vec3Arg inForce, RVec3Arg inPoint) | BodyInterface | |
| AddForceAndTorque(const BodyID &inBodyID, Vec3Arg inForce, Vec3Arg inTorque) | BodyInterface | |
| AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse) | BodyInterface | |
| AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse, RVec3Arg inPoint) | BodyInterface | |
| AddLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity) | BodyInterface | |
| AddLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity) | BodyInterface | |
| AddState typedef | BodyInterface | |
| AddTorque(const BodyID &inBodyID, Vec3Arg inTorque) | BodyInterface | |
| AssignBodyID(Body *ioBody) | BodyInterface | |
| AssignBodyID(Body *ioBody, const BodyID &inBodyID) | BodyInterface | |
| CreateAndAddBody(const BodyCreationSettings &inSettings, EActivation inActivationMode) | BodyInterface | |
| CreateAndAddSoftBody(const SoftBodyCreationSettings &inSettings, EActivation inActivationMode) | BodyInterface | |
| CreateBody(const BodyCreationSettings &inSettings) | BodyInterface | |
| CreateBodyWithID(const BodyID &inBodyID, const BodyCreationSettings &inSettings) | BodyInterface | |
| CreateBodyWithoutID(const BodyCreationSettings &inSettings) const | BodyInterface | |
| CreateConstraint(const TwoBodyConstraintSettings *inSettings, const BodyID &inBodyID1, const BodyID &inBodyID2) | BodyInterface | |
| CreateSoftBody(const SoftBodyCreationSettings &inSettings) | BodyInterface | |
| CreateSoftBodyWithID(const BodyID &inBodyID, const SoftBodyCreationSettings &inSettings) | BodyInterface | |
| CreateSoftBodyWithoutID(const SoftBodyCreationSettings &inSettings) const | BodyInterface | |
| DeactivateBodies(const BodyID *inBodyIDs, int inNumber) | BodyInterface | |
| DeactivateBody(const BodyID &inBodyID) | BodyInterface | |
| DestroyBodies(const BodyID *inBodyIDs, int inNumber) | BodyInterface | |
| DestroyBody(const BodyID &inBodyID) | BodyInterface | |
| DestroyBodyWithoutID(Body *inBody) const | BodyInterface | |
| GetAngularVelocity(const BodyID &inBodyID) const | BodyInterface | |
| GetBodyType(const BodyID &inBodyID) const | BodyInterface | |
| GetCenterOfMassPosition(const BodyID &inBodyID) const | BodyInterface | |
| GetCenterOfMassTransform(const BodyID &inBodyID) const | BodyInterface | |
| GetFriction(const BodyID &inBodyID) const | BodyInterface | |
| GetGravityFactor(const BodyID &inBodyID) const | BodyInterface | |
| GetInverseInertia(const BodyID &inBodyID) const | BodyInterface | |
| GetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3 &outLinearVelocity, Vec3 &outAngularVelocity) const | BodyInterface | |
| GetLinearVelocity(const BodyID &inBodyID) const | BodyInterface | |
| GetMaterial(const BodyID &inBodyID, const SubShapeID &inSubShapeID) const | BodyInterface | |
| GetMotionQuality(const BodyID &inBodyID) const | BodyInterface | |
| GetMotionType(const BodyID &inBodyID) const | BodyInterface | |
| GetObjectLayer(const BodyID &inBodyID) const | BodyInterface | |
| GetPointVelocity(const BodyID &inBodyID, RVec3Arg inPoint) const | BodyInterface | |
| GetPosition(const BodyID &inBodyID) const | BodyInterface | |
| GetPositionAndRotation(const BodyID &inBodyID, RVec3 &outPosition, Quat &outRotation) const | BodyInterface | |
| GetRestitution(const BodyID &inBodyID) const | BodyInterface | |
| GetRotation(const BodyID &inBodyID) const | BodyInterface | |
| GetShape(const BodyID &inBodyID) const | BodyInterface | |
| GetTransformedShape(const BodyID &inBodyID) const | BodyInterface | |
| GetUseManifoldReduction(const BodyID &inBodyID) const | BodyInterface | |
| GetUserData(const BodyID &inBodyID) const | BodyInterface | |
| GetWorldTransform(const BodyID &inBodyID) const | BodyInterface | |
| Init(BodyLockInterface &inBodyLockInterface, BodyManager &inBodyManager, BroadPhase &inBroadPhase) | BodyInterface | inline |
| InvalidateContactCache(const BodyID &inBodyID) | BodyInterface | |
| IsActive(const BodyID &inBodyID) const | BodyInterface | |
| IsAdded(const BodyID &inBodyID) const | BodyInterface | |
| MoveKinematic(const BodyID &inBodyID, RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime) | BodyInterface | |
| NonCopyable()=default | NonCopyable | |
| NonCopyable(const NonCopyable &)=delete | NonCopyable | |
| NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties, EActivation inActivationMode) const | BodyInterface | |
| operator=(const NonCopyable &)=delete | NonCopyable | |
| RemoveBodies(BodyID *ioBodies, int inNumber) | BodyInterface | |
| RemoveBody(const BodyID &inBodyID) | BodyInterface | |
| SetAngularVelocity(const BodyID &inBodyID, Vec3Arg inAngularVelocity) | BodyInterface | |
| SetFriction(const BodyID &inBodyID, float inFriction) | BodyInterface | |
| SetGravityFactor(const BodyID &inBodyID, float inGravityFactor) | BodyInterface | |
| SetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity) | BodyInterface | |
| SetLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity) | BodyInterface | |
| SetMotionQuality(const BodyID &inBodyID, EMotionQuality inMotionQuality) | BodyInterface | |
| SetMotionType(const BodyID &inBodyID, EMotionType inMotionType, EActivation inActivationMode) | BodyInterface | |
| SetObjectLayer(const BodyID &inBodyID, ObjectLayer inLayer) | BodyInterface | |
| SetPosition(const BodyID &inBodyID, RVec3Arg inPosition, EActivation inActivationMode) | BodyInterface | |
| SetPositionAndRotation(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode) | BodyInterface | |
| SetPositionAndRotationWhenChanged(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode) | BodyInterface | |
| SetPositionRotationAndVelocity(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity) | BodyInterface | |
| SetRestitution(const BodyID &inBodyID, float inRestitution) | BodyInterface | |
| SetRotation(const BodyID &inBodyID, QuatArg inRotation, EActivation inActivationMode) | BodyInterface | |
| SetShape(const BodyID &inBodyID, const Shape *inShape, bool inUpdateMassProperties, EActivation inActivationMode) const | BodyInterface | |
| SetUseManifoldReduction(const BodyID &inBodyID, bool inUseReduction) | BodyInterface | |
| SetUserData(const BodyID &inBodyID, uint64 inUserData) const | BodyInterface | |
| UnassignBodyID(const BodyID &inBodyID) | BodyInterface | |
| UnassignBodyIDs(const BodyID *inBodyIDs, int inNumber, Body **outBodies) | BodyInterface |