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

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

Activate(bool inLockBodies=true)Ragdoll
AddImpulse(Vec3Arg inImpulse, bool inLockBodies=true)Ragdoll
AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies=true)Ragdoll
AddRef() constRefTarget< Ragdoll >inline
AddToPhysicsSystem(EActivation inActivationMode, bool inLockBodies=true)Ragdoll
cEmbeddedRefTarget< Ragdoll >protectedstatic
DriveToPoseUsingKinematics(const SkeletonPose &inPose, float inDeltaTime, bool inLockBodies=true)Ragdoll
DriveToPoseUsingKinematics(RVec3Arg inRootOffset, const Mat44 *inJointMatrices, float inDeltaTime, bool inLockBodies=true)Ragdoll
DriveToPoseUsingMotors(const SkeletonPose &inPose)Ragdoll
GetBodyCount() constRagdollinline
GetBodyID(int inBodyIndex) constRagdollinline
GetBodyIDs() constRagdollinline
GetConstraint(int inConstraintIndex)Ragdollinline
GetConstraint(int inConstraintIndex) constRagdollinline
GetConstraintCount() constRagdollinline
GetPose(SkeletonPose &outPose, bool inLockBodies=true)Ragdoll
GetPose(RVec3 &outRootOffset, Mat44 *outJointMatrices, bool inLockBodies=true)Ragdoll
GetRagdollSettings() constRagdollinline
GetRefCount() constRefTarget< Ragdoll >inline
GetRootTransform(RVec3 &outPosition, Quat &outRotation, bool inLockBodies=true) constRagdoll
GetWorldSpaceBounds(bool inLockBodies=true) constRagdoll
IsActive(bool inLockBodies=true) constRagdoll
mRefCountRefTarget< Ragdoll >mutableprotected
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
RefTarget< Ragdoll >::operator=(const RefTarget &)RefTarget< Ragdoll >inline
NonCopyable::operator=(const NonCopyable &)=deleteNonCopyable
Ragdoll(PhysicsSystem *inSystem)Ragdollinlineexplicit
RagdollSettingsRagdollfriend
RefTarget()=defaultRefTarget< Ragdoll >inline
RefTarget(const RefTarget &)RefTarget< Ragdoll >inline
Release() constRefTarget< Ragdoll >inline
RemoveFromPhysicsSystem(bool inLockBodies=true)Ragdoll
ResetWarmStart()Ragdoll
SetEmbedded() constRefTarget< Ragdoll >inline
SetGroupID(CollisionGroup::GroupID inGroupID, bool inLockBodies=true)Ragdoll
SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies=true)Ragdoll
SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies=true)Ragdoll
SetPose(const SkeletonPose &inPose, bool inLockBodies=true)Ragdoll
SetPose(RVec3Arg inRootOffset, const Mat44 *inJointMatrices, bool inLockBodies=true)Ragdoll
sInternalGetRefCountOffset()RefTarget< Ragdoll >inlinestatic
~Ragdoll()Ragdoll
~RefTarget()RefTarget< Ragdoll >inline