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

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

AddRef() constRefTarget< CharacterBase >inline
CancelVelocityTowardsSteepSlopes(Vec3Arg inDesiredVelocity) constCharacterVirtual
CanWalkStairs(Vec3Arg inLinearVelocity) constCharacterVirtual
cEmbeddedRefTarget< CharacterBase >protectedstatic
CharacterBase(const CharacterBaseSettings *inSettings, PhysicsSystem *inSystem)CharacterBase
CharacterVirtual(const CharacterVirtualSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem)CharacterVirtual
CharacterVirtual(const CharacterVirtualSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, PhysicsSystem *inSystem)CharacterVirtualinline
CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter) constCharacterVirtual
cNoMaxSlopeAngleCharacterBaseprotectedstatic
ContactList typedefCharacterVirtual
EGroundState enum nameCharacterBase
ExtendedUpdate(float inDeltaTime, Vec3Arg inGravity, const ExtendedUpdateSettings &inSettings, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator)CharacterVirtual
GetActiveContacts() constCharacterVirtualinline
GetCenterOfMassTransform() constCharacterVirtualinline
GetCharacterPadding() constCharacterVirtualinline
GetCosMaxSlopeAngle() constCharacterBaseinline
GetGroundBodyID() constCharacterBaseinline
GetGroundMaterial() constCharacterBaseinline
GetGroundNormal() constCharacterBaseinline
GetGroundPosition() constCharacterBaseinline
GetGroundState() constCharacterBaseinline
GetGroundSubShapeID() constCharacterBaseinline
GetGroundUserData() constCharacterBaseinline
GetGroundVelocity() constCharacterBaseinline
GetHitReductionCosMaxAngle() constCharacterVirtualinline
GetLinearVelocity() constCharacterVirtualinline
GetListener() constCharacterVirtualinline
GetMass() constCharacterVirtualinline
GetMaxHitsExceeded() constCharacterVirtualinline
GetMaxNumHits() constCharacterVirtualinline
GetMaxStrength() constCharacterVirtualinline
GetPenetrationRecoverySpeed() constCharacterVirtualinline
GetPosition() constCharacterVirtualinline
GetRefCount() constRefTarget< CharacterBase >inline
GetRotation() constCharacterVirtualinline
GetShape() constCharacterBaseinline
GetShapeOffset() constCharacterVirtualinline
GetUp() constCharacterBaseinline
GetUserData() constCharacterVirtualinline
GetWorldTransform() constCharacterVirtualinline
IsSlopeTooSteep(Vec3Arg inNormal) constCharacterBaseinline
IsSupported() constCharacterBaseinline
mCosMaxSlopeAngleCharacterBaseprotected
mGroundBodyIDCharacterBaseprotected
mGroundBodySubShapeIDCharacterBaseprotected
mGroundMaterialCharacterBaseprotected
mGroundNormalCharacterBaseprotected
mGroundPositionCharacterBaseprotected
mGroundStateCharacterBaseprotected
mGroundUserDataCharacterBaseprotected
mGroundVelocityCharacterBaseprotected
mRefCountRefTarget< CharacterBase >mutableprotected
mShapeCharacterBaseprotected
mSupportingVolumeCharacterBaseprotected
mSystemCharacterBaseprotected
mUpCharacterBaseprotected
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
RefTarget< CharacterBase >::operator=(const RefTarget &)RefTarget< CharacterBase >inline
NonCopyable::operator=(const NonCopyable &)=deleteNonCopyable
RefreshContacts(const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator)CharacterVirtual
RefTarget()=defaultRefTarget< CharacterBase >inline
RefTarget(const RefTarget &)RefTarget< CharacterBase >inline
Release() constRefTarget< CharacterBase >inline
RestoreState(StateRecorder &inStream) overrideCharacterVirtualvirtual
SaveState(StateRecorder &inStream) const overrideCharacterVirtualvirtual
sDrawConstraintsCharacterVirtualinlinestatic
sDrawStickToFloorCharacterVirtualinlinestatic
sDrawWalkStairsCharacterVirtualinlinestatic
SetEmbedded() constRefTarget< CharacterBase >inline
SetHitReductionCosMaxAngle(float inCosMaxAngle)CharacterVirtualinline
SetLinearVelocity(Vec3Arg inLinearVelocity)CharacterVirtualinline
SetListener(CharacterContactListener *inListener)CharacterVirtualinline
SetMass(float inMass)CharacterVirtualinline
SetMaxNumHits(uint inMaxHits)CharacterVirtualinline
SetMaxSlopeAngle(float inMaxSlopeAngle)CharacterBaseinline
SetMaxStrength(float inMaxStrength)CharacterVirtualinline
SetPenetrationRecoverySpeed(float inSpeed)CharacterVirtualinline
SetPosition(RVec3Arg inPosition)CharacterVirtualinline
SetRotation(QuatArg inRotation)CharacterVirtualinline
SetShape(const Shape *inShape, float inMaxPenetrationDepth, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator)CharacterVirtual
SetShapeOffset(Vec3Arg inShapeOffset)CharacterVirtualinline
SetUp(Vec3Arg inUp)CharacterBaseinline
SetUserData(uint64 inUserData)CharacterVirtualinline
sInternalGetRefCountOffset()RefTarget< CharacterBase >inlinestatic
StickToFloor(Vec3Arg inStepDown, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator)CharacterVirtual
sToString(EGroundState inState)CharacterBasestatic
TempContactList typedefCharacterVirtual
Update(float inDeltaTime, Vec3Arg inGravity, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator)CharacterVirtual
UpdateGroundVelocity()CharacterVirtual
WalkStairs(float inDeltaTime, Vec3Arg inStepUp, Vec3Arg inStepForward, Vec3Arg inStepForwardTest, Vec3Arg inStepDownExtra, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter, const BodyFilter &inBodyFilter, const ShapeFilter &inShapeFilter, TempAllocator &inAllocator)CharacterVirtual
~CharacterBase()=defaultCharacterBasevirtual
~RefTarget()RefTarget< CharacterBase >inline