ReactPhysics3D: Member List

| ReactPhysics3D v0.10.2 C++ Physics engine library

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reactphysics3d::PhysicsWorld Member List

This is the complete list of members for reactphysics3d::PhysicsWorld, including all inherited members.

createJoint(const JointInfo &jointInfo) | reactphysics3d::PhysicsWorld |
createRigidBody(const Transform &transform) | reactphysics3d::PhysicsWorld |
destroyJoint(Joint *joint) | reactphysics3d::PhysicsWorld |
destroyRigidBody(RigidBody *rigidBody) | reactphysics3d::PhysicsWorld |
enableDisableJoints() | reactphysics3d::PhysicsWorld |
enableSleeping(bool isSleepingEnabled) | reactphysics3d::PhysicsWorld |
getCollisionDispatch() | reactphysics3d::PhysicsWorld |
getDebugRenderer() | reactphysics3d::PhysicsWorld |
getGravity() const | reactphysics3d::PhysicsWorld |
getIsDebugRenderingEnabled() const | reactphysics3d::PhysicsWorld |
getMemoryManager() | reactphysics3d::PhysicsWorld |
getName() const | reactphysics3d::PhysicsWorld |
getNbIterationsPositionSolver() const | reactphysics3d::PhysicsWorld |
getNbIterationsVelocitySolver() const | reactphysics3d::PhysicsWorld |
getNbRigidBodies() const | reactphysics3d::PhysicsWorld |
getRigidBody(uint32 index) const | reactphysics3d::PhysicsWorld |
getRigidBody(uint32 index) | reactphysics3d::PhysicsWorld |
getSleepAngularVelocity() const | reactphysics3d::PhysicsWorld |
getSleepLinearVelocity() const | reactphysics3d::PhysicsWorld |
getTimeBeforeSleep() const | reactphysics3d::PhysicsWorld |
getWorldAABB(const Collider *collider) const | reactphysics3d::PhysicsWorld |
isGravityEnabled() const | reactphysics3d::PhysicsWorld |
isSleepingEnabled() const | reactphysics3d::PhysicsWorld |
operator=(const PhysicsWorld &world)=delete | reactphysics3d::PhysicsWorld |
PhysicsWorld(const PhysicsWorld &world)=delete | reactphysics3d::PhysicsWorld |
raycast(const Ray &ray, RaycastCallback *raycastCallback, unsigned short raycastWithCategoryMaskBits=0xFFFF) const | reactphysics3d::PhysicsWorld |
setContactsPositionCorrectionTechnique(ContactsPositionCorrectionTechnique technique) | reactphysics3d::PhysicsWorld |
setEventListener(EventListener *eventListener) | reactphysics3d::PhysicsWorld |
setGravity(const Vector3 &gravity) | reactphysics3d::PhysicsWorld |
setIsDebugRenderingEnabled(bool isEnabled) | reactphysics3d::PhysicsWorld |
setIsGravityEnabled(bool isGravityEnabled) | reactphysics3d::PhysicsWorld |
setNbIterationsPositionSolver(uint32 nbIterations) | reactphysics3d::PhysicsWorld |
setNbIterationsVelocitySolver(uint16 nbIterations) | reactphysics3d::PhysicsWorld |
setSleepAngularVelocity(decimal sleepAngularVelocity) | reactphysics3d::PhysicsWorld |
setSleepLinearVelocity(decimal sleepLinearVelocity) | reactphysics3d::PhysicsWorld |
setTimeBeforeSleep(decimal timeBeforeSleep) | reactphysics3d::PhysicsWorld |
testCollision(Body *body1, Body *body2, CollisionCallback &callback) | reactphysics3d::PhysicsWorld |
testCollision(Body *body, CollisionCallback &callback) | reactphysics3d::PhysicsWorld |
testCollision(CollisionCallback &callback) | reactphysics3d::PhysicsWorld |
testOverlap(Body *body1, Body *body2) | reactphysics3d::PhysicsWorld |
testOverlap(Body *body, OverlapCallback &overlapCallback) | reactphysics3d::PhysicsWorld |
testOverlap(OverlapCallback &overlapCallback) | reactphysics3d::PhysicsWorld |
update(decimal timeStep) | reactphysics3d::PhysicsWorld |