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

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

Activate(bool inLockBodies=true)Character
AddImpulse(Vec3Arg inImpulse, bool inLockBodies=true)Character
AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies=true)Character
AddRef() constRefTarget< CharacterBase >inline
AddToPhysicsSystem(EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true)Character
cEmbeddedRefTarget< CharacterBase >protectedstatic
Character(const CharacterSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem)Character
CharacterBase(const CharacterBaseSettings *inSettings, PhysicsSystem *inSystem)CharacterBase
CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies=true) constCharacter
cNoMaxSlopeAngleCharacterBaseprotectedstatic
EGroundState enum nameCharacterBase
GetBodyID() constCharacterinline
GetCenterOfMassPosition(bool inLockBodies=true) constCharacter
GetCosMaxSlopeAngle() constCharacterBaseinline
GetGroundBodyID() constCharacterBaseinline
GetGroundMaterial() constCharacterBaseinline
GetGroundNormal() constCharacterBaseinline
GetGroundPosition() constCharacterBaseinline
GetGroundState() constCharacterBaseinline
GetGroundSubShapeID() constCharacterBaseinline
GetGroundUserData() constCharacterBaseinline
GetGroundVelocity() constCharacterBaseinline
GetLayer() constCharacterinline
GetLinearVelocity(bool inLockBodies=true) constCharacter
GetPosition(bool inLockBodies=true) constCharacter
GetPositionAndRotation(RVec3 &outPosition, Quat &outRotation, bool inLockBodies=true) constCharacter
GetRefCount() constRefTarget< CharacterBase >inline
GetRotation(bool inLockBodies=true) constCharacter
GetShape() constCharacterBaseinline
GetTransformedShape(bool inLockBodies=true) constCharacter
GetUp() constCharacterBaseinline
GetWorldTransform(bool inLockBodies=true) constCharacter
IsSlopeTooSteep(Vec3Arg inNormal) constCharacterBaseinline
IsSupported() constCharacterBaseinline
mCosMaxSlopeAngleCharacterBaseprotected
mGroundBodyIDCharacterBaseprotected
mGroundBodySubShapeIDCharacterBaseprotected
mGroundMaterialCharacterBaseprotected
mGroundNormalCharacterBaseprotected
mGroundPositionCharacterBaseprotected
mGroundStateCharacterBaseprotected
mGroundUserDataCharacterBaseprotected
mGroundVelocityCharacterBaseprotected
mRefCountRefTarget< CharacterBase >mutableprotected
mShapeCharacterBaseprotected
mSupportingVolumeCharacterBaseprotected
mSystemCharacterBaseprotected
mUpCharacterBaseprotected
NonCopyable()=defaultNonCopyable
NonCopyable(const NonCopyable &)=deleteNonCopyable
RefTarget< CharacterBase >::operator=(const RefTarget &)RefTarget< CharacterBase >inline
NonCopyable::operator=(const NonCopyable &)=deleteNonCopyable
PostSimulation(float inMaxSeparationDistance, bool inLockBodies=true)Character
RefTarget()=defaultRefTarget< CharacterBase >inline
RefTarget(const RefTarget &)RefTarget< CharacterBase >inline
Release() constRefTarget< CharacterBase >inline
RemoveFromPhysicsSystem(bool inLockBodies=true)Character
RestoreState(StateRecorder &inStream)CharacterBasevirtual
SaveState(StateRecorder &inStream) constCharacterBasevirtual
SetEmbedded() constRefTarget< CharacterBase >inline
SetLayer(ObjectLayer inLayer, bool inLockBodies=true)Character
SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies=true)Character
SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies=true)Character
SetMaxSlopeAngle(float inMaxSlopeAngle)CharacterBaseinline
SetPosition(RVec3Arg inPostion, EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true)Character
SetPositionAndRotation(RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true) constCharacter
SetRotation(QuatArg inRotation, EActivation inActivationMode=EActivation::Activate, bool inLockBodies=true)Character
SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies=true)Character
SetUp(Vec3Arg inUp)CharacterBaseinline
sInternalGetRefCountOffset()RefTarget< CharacterBase >inlinestatic
sToString(EGroundState inState)CharacterBasestatic
~Character() overrideCharactervirtual
~CharacterBase()=defaultCharacterBasevirtual
~RefTarget()RefTarget< CharacterBase >inline