Loading [MathJax]/extensions/tex2jax.js
Jolt Physics
A multi core friendly Game Physics Engine
All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Pages
BodyInterface Member List

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

ActivateBodies(const BodyID *inBodyIDs, int inNumber)BodyInterface
ActivateBodiesInAABox(const AABox &inBox, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter)BodyInterface
ActivateBody(const BodyID &inBodyID)BodyInterface
ActivateConstraint(const TwoBodyConstraint *inConstraint)BodyInterface
AddAngularImpulse(const BodyID &inBodyID, Vec3Arg inAngularImpulse)BodyInterface
AddBodiesAbort(BodyID *ioBodies, int inNumber, AddState inAddState)BodyInterface
AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState, EActivation inActivationMode)BodyInterface
AddBodiesPrepare(BodyID *ioBodies, int inNumber)BodyInterface
AddBody(const BodyID &inBodyID, EActivation inActivationMode)BodyInterface
AddForce(const BodyID &inBodyID, Vec3Arg inForce, EActivation inActivationMode=EActivation::Activate)BodyInterface
AddForce(const BodyID &inBodyID, Vec3Arg inForce, RVec3Arg inPoint, EActivation inActivationMode=EActivation::Activate)BodyInterface
AddForceAndTorque(const BodyID &inBodyID, Vec3Arg inForce, Vec3Arg inTorque, EActivation inActivationMode=EActivation::Activate)BodyInterface
AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse)BodyInterface
AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse, RVec3Arg inPoint)BodyInterface
AddLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity)BodyInterface
AddLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity)BodyInterface
AddState typedefBodyInterface
AddTorque(const BodyID &inBodyID, Vec3Arg inTorque, EActivation inActivationMode=EActivation::Activate)BodyInterface
ApplyBuoyancyImpulse(const BodyID &inBodyID, RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime)BodyInterface
AssignBodyID(Body *ioBody)BodyInterface
AssignBodyID(Body *ioBody, const BodyID &inBodyID)BodyInterface
CreateAndAddBody(const BodyCreationSettings &inSettings, EActivation inActivationMode)BodyInterface
CreateAndAddSoftBody(const SoftBodyCreationSettings &inSettings, EActivation inActivationMode)BodyInterface
CreateBody(const BodyCreationSettings &inSettings)BodyInterface
CreateBodyWithID(const BodyID &inBodyID, const BodyCreationSettings &inSettings)BodyInterface
CreateBodyWithoutID(const BodyCreationSettings &inSettings) constBodyInterface
CreateConstraint(const TwoBodyConstraintSettings *inSettings, const BodyID &inBodyID1, const BodyID &inBodyID2)BodyInterface
CreateSoftBody(const SoftBodyCreationSettings &inSettings)BodyInterface
CreateSoftBodyWithID(const BodyID &inBodyID, const SoftBodyCreationSettings &inSettings)BodyInterface
CreateSoftBodyWithoutID(const SoftBodyCreationSettings &inSettings) constBodyInterface
DeactivateBodies(const BodyID *inBodyIDs, int inNumber)BodyInterface
DeactivateBody(const BodyID &inBodyID)BodyInterface
DestroyBodies(const BodyID *inBodyIDs, int inNumber)BodyInterface
DestroyBody(const BodyID &inBodyID)BodyInterface
DestroyBodyWithoutID(Body *inBody) constBodyInterface
GetAngularVelocity(const BodyID &inBodyID) constBodyInterface
GetBodyType(const BodyID &inBodyID) constBodyInterface
GetCenterOfMassPosition(const BodyID &inBodyID) constBodyInterface
GetCenterOfMassTransform(const BodyID &inBodyID) constBodyInterface
GetFriction(const BodyID &inBodyID) constBodyInterface
GetGravityFactor(const BodyID &inBodyID) constBodyInterface
GetInverseInertia(const BodyID &inBodyID) constBodyInterface
GetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3 &outLinearVelocity, Vec3 &outAngularVelocity) constBodyInterface
GetLinearVelocity(const BodyID &inBodyID) constBodyInterface
GetMaterial(const BodyID &inBodyID, const SubShapeID &inSubShapeID) constBodyInterface
GetMotionQuality(const BodyID &inBodyID) constBodyInterface
GetMotionType(const BodyID &inBodyID) constBodyInterface
GetObjectLayer(const BodyID &inBodyID) constBodyInterface
GetPointVelocity(const BodyID &inBodyID, RVec3Arg inPoint) constBodyInterface
GetPosition(const BodyID &inBodyID) constBodyInterface
GetPositionAndRotation(const BodyID &inBodyID, RVec3 &outPosition, Quat &outRotation) constBodyInterface
GetRestitution(const BodyID &inBodyID) constBodyInterface
GetRotation(const BodyID &inBodyID) constBodyInterface
GetShape(const BodyID &inBodyID) constBodyInterface
GetTransformedShape(const BodyID &inBodyID) constBodyInterface
GetUseManifoldReduction(const BodyID &inBodyID) constBodyInterface
GetUserData(const BodyID &inBodyID) constBodyInterface
GetWorldTransform(const BodyID &inBodyID) constBodyInterface
Init(BodyLockInterface &inBodyLockInterface, BodyManager &inBodyManager, BroadPhase &inBroadPhase)BodyInterfaceinline
InvalidateContactCache(const BodyID &inBodyID)BodyInterface
IsActive(const BodyID &inBodyID) constBodyInterface
IsAdded(const BodyID &inBodyID) constBodyInterface
MoveKinematic(const BodyID &inBodyID, RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime)BodyInterface
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties, EActivation inActivationMode) constBodyInterface
operator=(const NonCopyable &)=deleteNonCopyable
RemoveBodies(BodyID *ioBodies, int inNumber)BodyInterface
RemoveBody(const BodyID &inBodyID)BodyInterface
ResetSleepTimer(const BodyID &inBodyID)BodyInterface
SetAngularVelocity(const BodyID &inBodyID, Vec3Arg inAngularVelocity)BodyInterface
SetFriction(const BodyID &inBodyID, float inFriction)BodyInterface
SetGravityFactor(const BodyID &inBodyID, float inGravityFactor)BodyInterface
SetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity)BodyInterface
SetLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity)BodyInterface
SetMotionQuality(const BodyID &inBodyID, EMotionQuality inMotionQuality)BodyInterface
SetMotionType(const BodyID &inBodyID, EMotionType inMotionType, EActivation inActivationMode)BodyInterface
SetObjectLayer(const BodyID &inBodyID, ObjectLayer inLayer)BodyInterface
SetPosition(const BodyID &inBodyID, RVec3Arg inPosition, EActivation inActivationMode)BodyInterface
SetPositionAndRotation(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode)BodyInterface
SetPositionAndRotationWhenChanged(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode)BodyInterface
SetPositionRotationAndVelocity(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity)BodyInterface
SetRestitution(const BodyID &inBodyID, float inRestitution)BodyInterface
SetRotation(const BodyID &inBodyID, QuatArg inRotation, EActivation inActivationMode)BodyInterface
SetShape(const BodyID &inBodyID, const Shape *inShape, bool inUpdateMassProperties, EActivation inActivationMode) constBodyInterface
SetUseManifoldReduction(const BodyID &inBodyID, bool inUseReduction)BodyInterface
SetUserData(const BodyID &inBodyID, uint64 inUserData) constBodyInterface
UnassignBodyID(const BodyID &inBodyID)BodyInterface
UnassignBodyIDs(const BodyID *inBodyIDs, int inNumber, Body **outBodies)BodyInterface