Jolt Physics
A multi core friendly Game Physics Engine
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This is the complete list of members for Character, including all inherited members.
Activate(bool inLockBodies=true) | Character | |
AddImpulse(Vec3Arg inImpulse, bool inLockBodies=true) | Character | |
AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies=true) | Character | |
AddRef() const | RefTarget< CharacterBase > | inline |
AddToPhysicsSystem(EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true) | Character | |
cEmbedded | RefTarget< CharacterBase > | protectedstatic |
Character(const CharacterSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem) | Character | |
CharacterBase(const CharacterBaseSettings *inSettings, PhysicsSystem *inSystem) | CharacterBase | |
CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies=true) const | Character | |
cNoMaxSlopeAngle | CharacterBase | protectedstatic |
EGroundState enum name | CharacterBase | |
GetBodyID() const | Character | inline |
GetCenterOfMassPosition(bool inLockBodies=true) const | Character | |
GetCosMaxSlopeAngle() const | CharacterBase | inline |
GetGroundBodyID() const | CharacterBase | inline |
GetGroundMaterial() const | CharacterBase | inline |
GetGroundNormal() const | CharacterBase | inline |
GetGroundPosition() const | CharacterBase | inline |
GetGroundState() const | CharacterBase | inline |
GetGroundSubShapeID() const | CharacterBase | inline |
GetGroundUserData() const | CharacterBase | inline |
GetGroundVelocity() const | CharacterBase | inline |
GetLinearVelocity(bool inLockBodies=true) const | Character | |
GetPosition(bool inLockBodies=true) const | Character | |
GetPositionAndRotation(RVec3 &outPosition, Quat &outRotation, bool inLockBodies=true) const | Character | |
GetRefCount() const | RefTarget< CharacterBase > | inline |
GetRotation(bool inLockBodies=true) const | Character | |
GetShape() const | CharacterBase | inline |
GetUp() const | CharacterBase | inline |
GetWorldTransform(bool inLockBodies=true) const | Character | |
IsSlopeTooSteep(Vec3Arg inNormal) const | CharacterBase | inline |
IsSupported() const | CharacterBase | inline |
mCosMaxSlopeAngle | CharacterBase | protected |
mGroundBodyID | CharacterBase | protected |
mGroundBodySubShapeID | CharacterBase | protected |
mGroundMaterial | CharacterBase | protected |
mGroundNormal | CharacterBase | protected |
mGroundPosition | CharacterBase | protected |
mGroundState | CharacterBase | protected |
mGroundUserData | CharacterBase | protected |
mGroundVelocity | CharacterBase | protected |
mRefCount | RefTarget< CharacterBase > | mutableprotected |
mShape | CharacterBase | protected |
mSupportingVolume | CharacterBase | protected |
mSystem | CharacterBase | protected |
mUp | CharacterBase | protected |
NonCopyable()=default | NonCopyable | |
NonCopyable(const NonCopyable &)=delete | NonCopyable | |
RefTarget< CharacterBase >::operator=(const RefTarget &) | RefTarget< CharacterBase > | inline |
NonCopyable::operator=(const NonCopyable &)=delete | NonCopyable | |
PostSimulation(float inMaxSeparationDistance, bool inLockBodies=true) | Character | |
RefTarget()=default | RefTarget< CharacterBase > | inline |
RefTarget(const RefTarget &) | RefTarget< CharacterBase > | inline |
Release() const | RefTarget< CharacterBase > | inline |
RemoveFromPhysicsSystem(bool inLockBodies=true) | Character | |
RestoreState(StateRecorder &inStream) | CharacterBase | virtual |
SaveState(StateRecorder &inStream) const | CharacterBase | virtual |
SetEmbedded() const | RefTarget< CharacterBase > | inline |
SetLayer(ObjectLayer inLayer, bool inLockBodies=true) | Character | |
SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies=true) | Character | |
SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies=true) | Character | |
SetMaxSlopeAngle(float inMaxSlopeAngle) | CharacterBase | inline |
SetPosition(RVec3Arg inPostion, EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true) | Character | |
SetPositionAndRotation(RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true) const | Character | |
SetRotation(QuatArg inRotation, EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true) | Character | |
SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies=true) | Character | |
SetUp(Vec3Arg inUp) | CharacterBase | inline |
sInternalGetRefCountOffset() | RefTarget< CharacterBase > | inlinestatic |
sToString(EGroundState inState) | CharacterBase | static |
~Character() override | Character | virtual |
~CharacterBase()=default | CharacterBase | virtual |
~RefTarget() | RefTarget< CharacterBase > | inline |