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Jolt Physics
A multi core friendly Game Physics Engine
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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() const | RefTarget< Ragdoll > | inline |
| AddToPhysicsSystem(EActivation inActivationMode, bool inLockBodies=true) | Ragdoll | |
| cEmbedded | RefTarget< 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() const | Ragdoll | inline |
| GetBodyID(int inBodyIndex) const | Ragdoll | inline |
| GetBodyIDs() const | Ragdoll | inline |
| GetConstraint(int inConstraintIndex) | Ragdoll | inline |
| GetConstraint(int inConstraintIndex) const | Ragdoll | inline |
| GetConstraintCount() const | Ragdoll | inline |
| GetPose(SkeletonPose &outPose, bool inLockBodies=true) | Ragdoll | |
| GetPose(RVec3 &outRootOffset, Mat44 *outJointMatrices, bool inLockBodies=true) | Ragdoll | |
| GetRagdollSettings() const | Ragdoll | inline |
| GetRefCount() const | RefTarget< Ragdoll > | inline |
| GetRootTransform(RVec3 &outPosition, Quat &outRotation, bool inLockBodies=true) const | Ragdoll | |
| GetWorldSpaceBounds(bool inLockBodies=true) const | Ragdoll | |
| IsActive(bool inLockBodies=true) const | Ragdoll | |
| mRefCount | RefTarget< Ragdoll > | mutableprotected |
| NonCopyable()=default | NonCopyable | |
| NonCopyable(const NonCopyable &)=delete | NonCopyable | |
| RefTarget< Ragdoll >::operator=(const RefTarget &) | RefTarget< Ragdoll > | inline |
| NonCopyable::operator=(const NonCopyable &)=delete | NonCopyable | |
| Ragdoll(PhysicsSystem *inSystem) | Ragdoll | inlineexplicit |
| RagdollSettings | Ragdoll | friend |
| RefTarget()=default | RefTarget< Ragdoll > | inline |
| RefTarget(const RefTarget &) | RefTarget< Ragdoll > | inline |
| Release() const | RefTarget< Ragdoll > | inline |
| RemoveFromPhysicsSystem(bool inLockBodies=true) | Ragdoll | |
| ResetWarmStart() | Ragdoll | |
| SetEmbedded() const | RefTarget< 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 |