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

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

ActivateBodies(const BodyID *inBodyIDs, int inNumber)BodyManager
AddBody(Body *ioBody)BodyManager
AddBodyWithCustomID(Body *ioBody, const BodyID &inBodyID)BodyManager
AllocateBody(const BodyCreationSettings &inBodyCreationSettings) constBodyManager
AllocateSoftBody(const SoftBodyCreationSettings &inSoftBodyCreationSettings) constBodyManager
DeactivateBodies(const BodyID *inBodyIDs, int inNumber)BodyManager
DestroyBodies(const BodyID *inBodyIDs, int inNumber)BodyManager
Draw(const DrawSettings &inSettings, const PhysicsSettings &inPhysicsSettings, DebugRenderer *inRenderer, const BodyDrawFilter *inBodyFilter=nullptr)BodyManager
EShapeColor enum nameBodyManager
FreeBody(Body *inBody) constBodyManager
GetActiveBodies(EBodyType inType, BodyIDVector &outBodyIDs) constBodyManager
GetActiveBodiesUnsafe(EBodyType inType) constBodyManagerinline
GetAllBodiesMutexMask() constBodyManagerinline
GetBodies() constBodyManagerinline
GetBodies()BodyManagerinline
GetBody(const BodyID &inID) constBodyManagerinline
GetBody(const BodyID &inID)BodyManagerinline
GetBodyActivationListener() constBodyManagerinline
GetBodyIDs(BodyIDVector &outBodies) constBodyManager
GetBodyStats() constBodyManager
GetMaxBodies() constBodyManagerinline
GetMutexForBody(const BodyID &inID) constBodyManagerinline
GetMutexMask(const BodyID *inBodies, int inNumber) constBodyManager
GetNumActiveBodies(EBodyType inType) constBodyManagerinline
GetNumActiveCCDBodies() constBodyManagerinline
GetNumBodies() constBodyManager
Init(uint inMaxBodies, uint inNumBodyMutexes, const BroadPhaseLayerInterface &inLayerInterface)BodyManager
InvalidateContactCacheForBody(Body &ioBody)BodyManager
LockAllBodies() constBodyManager
LockRead(MutexMask inMutexMask) constBodyManager
LockWrite(MutexMask inMutexMask) constBodyManager
MutexMask typedefBodyManager
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
operator=(const NonCopyable &)=deleteNonCopyable
RemoveBodies(const BodyID *inBodyIDs, int inNumber, Body **outBodies)BodyManager
RestoreBodyState(Body &inBody, StateRecorder &inStream)BodyManager
RestoreState(StateRecorder &inStream)BodyManager
SaveBodyState(const Body &inBody, StateRecorder &inStream) constBodyManager
SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) constBodyManager
SetBodyActivationListener(BodyActivationListener *inListener)BodyManager
SetBodyObjectLayerInternal(Body &ioBody, ObjectLayer inLayer) constBodyManagerinline
SetMotionQuality(Body &ioBody, EMotionQuality inMotionQuality)BodyManager
sIsValidBodyPointer(const Body *inBody)BodyManagerinlinestatic
TryGetBody(const BodyID &inID) constBodyManagerinline
TryGetBody(const BodyID &inID)BodyManagerinline
UnlockAllBodies() constBodyManager
UnlockRead(MutexMask inMutexMask) constBodyManager
UnlockWrite(MutexMask inMutexMask) constBodyManager
ValidateContactCacheForAllBodies()BodyManager
~BodyManager()BodyManager