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

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

AddBodyPair(ContactAllocator &ioContactAllocator, const Body &inBody1, const Body &inBody2)ContactConstraintManager
AddContactConstraint(ContactAllocator &ioContactAllocator, BodyPairHandle inBodyPair, Body &inBody1, Body &inBody2, const ContactManifold &inManifold)ContactConstraintManager
BodyPairHandle typedefContactConstraintManager
CombineFunction typedefContactConstraintManager
ContactConstraintManager(const PhysicsSettings &inPhysicsSettings)ContactConstraintManagerexplicit
FinalizeContactCacheAndCallContactPointRemovedCallbacks(uint inExpectedNumBodyPairs, uint inExpectedNumManifolds)ContactConstraintManager
FinishConstraintBuffer()ContactConstraintManager
GetAffectedBodies(uint32 inConstraintIdx, const Body *&outBody1, const Body *&outBody2) constContactConstraintManagerinline
GetCombineFriction() constContactConstraintManagerinline
GetCombineRestitution() constContactConstraintManagerinline
GetContactAllocator()ContactConstraintManagerinline
GetContactListener() constContactConstraintManagerinline
GetContactsFromCache(ContactAllocator &ioContactAllocator, Body &inBody1, Body &inBody2, bool &outPairHandled, bool &outConstraintCreated)ContactConstraintManager
GetMaxConstraints() constContactConstraintManagerinline
GetNumConstraints() constContactConstraintManagerinline
Init(uint inMaxBodyPairs, uint inMaxContactConstraints)ContactConstraintManager
MaxContactPointsContactConstraintManagerstatic
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
OnCCDContactAdded(ContactAllocator &ioContactAllocator, const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &outSettings)ContactConstraintManager
operator=(const NonCopyable &)=deleteNonCopyable
PrepareConstraintBuffer(PhysicsUpdateContext *inContext)ContactConstraintManager
RecycleConstraintBuffer()ContactConstraintManager
RestoreState(StateRecorder &inStream)ContactConstraintManager
SaveState(StateRecorder &inStream, const StateRecorderFilter *inFilter) constContactConstraintManager
sDrawContactManifoldsContactConstraintManagerstatic
sDrawContactPointContactConstraintManagerstatic
sDrawContactPointReductionContactConstraintManagerstatic
sDrawSupportingFacesContactConstraintManagerstatic
SetCombineFriction(CombineFunction inCombineFriction)ContactConstraintManagerinline
SetCombineRestitution(CombineFunction inCombineRestitution)ContactConstraintManagerinline
SetContactListener(ContactListener *inListener)ContactConstraintManagerinline
SolvePositionConstraints(const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd)ContactConstraintManager
SolveVelocityConstraints(const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd)ContactConstraintManager
SortContacts(uint32 *inConstraintIdxBegin, uint32 *inConstraintIdxEnd) constContactConstraintManager
StoreAppliedImpulses(const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd) constContactConstraintManager
ValidateContactPoint(const Body &inBody1, const Body &inBody2, RVec3Arg inBaseOffset, const CollideShapeResult &inCollisionResult) constContactConstraintManagerinline
WarmStartVelocityConstraints(const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inWarmStartImpulseRatio, MotionPropertiesCallback &ioCallback)ContactConstraintManager
WereBodiesInContact(const BodyID &inBody1ID, const BodyID &inBody2ID) constContactConstraintManager
~ContactConstraintManager()ContactConstraintManager