Jolt Physics
A multi core friendly Game Physics Engine
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This is the complete list of members for IslandBuilder, including all inherited members.
Finalize(const BodyID *inActiveBodies, uint32 inNumActiveBodies, uint32 inNumContacts, TempAllocator *inTempAllocator) | IslandBuilder | |
GetBodiesInIsland(uint32 inIslandIndex, BodyID *&outBodiesBegin, BodyID *&outBodiesEnd) const | IslandBuilder | |
GetConstraintsInIsland(uint32 inIslandIndex, uint32 *&outConstraintsBegin, uint32 *&outConstraintsEnd) const | IslandBuilder | |
GetContactsInIsland(uint32 inIslandIndex, uint32 *&outContactsBegin, uint32 *&outContactsEnd) const | IslandBuilder | |
GetNumIslands() const | IslandBuilder | inline |
GetNumPositionSteps(uint32 inIslandIndex) const | IslandBuilder | inline |
Init(uint32 inMaxActiveBodies) | IslandBuilder | |
LinkBodies(uint32 inFirst, uint32 inSecond) | IslandBuilder | |
LinkConstraint(uint32 inConstraintIndex, uint32 inFirst, uint32 inSecond) | IslandBuilder | |
LinkContact(uint32 inContactIndex, uint32 inFirst, uint32 inSecond) | IslandBuilder | |
NonCopyable()=default | NonCopyable | |
NonCopyable(const NonCopyable &)=delete | NonCopyable | |
operator=(const NonCopyable &)=delete | NonCopyable | |
PrepareContactConstraints(uint32 inMaxContactConstraints, TempAllocator *inTempAllocator) | IslandBuilder | |
PrepareNonContactConstraints(uint32 inNumConstraints, TempAllocator *inTempAllocator) | IslandBuilder | |
ResetIslands(TempAllocator *inTempAllocator) | IslandBuilder | |
SetNumPositionSteps(uint32 inIslandIndex, uint inNumPositionSteps) | IslandBuilder | inline |
~IslandBuilder() | IslandBuilder |