ReactPhysics3D: Member List

| ReactPhysics3D v0.10.2 C++ Physics engine library

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reactphysics3d::RigidBody Member List

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

addCollider(CollisionShape *collisionShape, const Transform &transform) override | reactphysics3d::RigidBody | virtual
applyLocalForceAtCenterOfMass(const Vector3 &force) | reactphysics3d::RigidBody |
applyLocalForceAtLocalPosition(const Vector3 &force, const Vector3 &point) | reactphysics3d::RigidBody |
applyLocalForceAtWorldPosition(const Vector3 &force, const Vector3 &point) | reactphysics3d::RigidBody |
applyLocalTorque(const Vector3 &torque) | reactphysics3d::RigidBody |
applyWorldForceAtCenterOfMass(const Vector3 &force) | reactphysics3d::RigidBody |
applyWorldForceAtLocalPosition(const Vector3 &force, const Vector3 &point) | reactphysics3d::RigidBody |
applyWorldForceAtWorldPosition(const Vector3 &force, const Vector3 &point) | reactphysics3d::RigidBody |
applyWorldTorque(const Vector3 &torque) | reactphysics3d::RigidBody |
Body(PhysicsWorld &world, Entity entity) | reactphysics3d::Body |
Body(const Body &body)=delete | reactphysics3d::Body |
enableGravity(bool isEnabled) | reactphysics3d::RigidBody |
getAABB() const | reactphysics3d::Body |
getAngularDamping() const | reactphysics3d::RigidBody |
getAngularLockAxisFactor() const | reactphysics3d::RigidBody |
getAngularVelocity() const | reactphysics3d::RigidBody |
getCollider(uint32 colliderIndex) const | reactphysics3d::Body |
getCollider(uint32 colliderIndex) | reactphysics3d::Body |
getEntity() const | reactphysics3d::Body |
getForce() const | reactphysics3d::RigidBody |
getLinearDamping() const | reactphysics3d::RigidBody |
getLinearLockAxisFactor() const | reactphysics3d::RigidBody |
getLinearVelocity() const | reactphysics3d::RigidBody |
getLocalCenterOfMass() const | reactphysics3d::RigidBody |
getLocalInertiaTensor() const | reactphysics3d::RigidBody |
getLocalPoint(const Vector3 &worldPoint) const | reactphysics3d::Body |
getLocalVector(const Vector3 &worldVector) const | reactphysics3d::Body |
getMass() const | reactphysics3d::RigidBody |
getNbColliders() const | reactphysics3d::Body |
getTorque() const | reactphysics3d::RigidBody |
getTransform() const | reactphysics3d::Body |
getType() const | reactphysics3d::RigidBody |
getUserData() const | reactphysics3d::Body |
getWorldPoint(const Vector3 &localPoint) const | reactphysics3d::Body |
getWorldVector(const Vector3 &localVector) const | reactphysics3d::Body |
isActive() const | reactphysics3d::Body |
isAllowedToSleep() const | reactphysics3d::RigidBody |
isDebugEnabled() const | reactphysics3d::Body |
isGravityEnabled() const | reactphysics3d::RigidBody |
isSleeping() const | reactphysics3d::RigidBody |
operator=(const RigidBody &body)=delete | reactphysics3d::RigidBody |
reactphysics3d::Body::operator=(const Body &body)=delete | reactphysics3d::Body |
raycast(const Ray &ray, RaycastInfo &raycastInfo) | reactphysics3d::Body |
removeCollider(Collider *collider) override | reactphysics3d::RigidBody | virtual
resetForce() | reactphysics3d::RigidBody |
resetTorque() | reactphysics3d::RigidBody |
RigidBody(PhysicsWorld &world, Entity entity) | reactphysics3d::RigidBody |
RigidBody(const RigidBody &body)=delete | reactphysics3d::RigidBody |
setAngularDamping(decimal angularDamping) | reactphysics3d::RigidBody |
setAngularLockAxisFactor(const Vector3 &angularLockAxisFactor) const | reactphysics3d::RigidBody |
setAngularVelocity(const Vector3 &angularVelocity) | reactphysics3d::RigidBody |
setIsActive(bool isActive) override | reactphysics3d::RigidBody | virtual
setIsAllowedToSleep(bool isAllowedToSleep) | reactphysics3d::RigidBody |
setIsDebugEnabled(bool enabled) | reactphysics3d::Body |
setIsSleeping(bool isSleeping) | reactphysics3d::RigidBody |
setLinearDamping(decimal linearDamping) | reactphysics3d::RigidBody |
setLinearLockAxisFactor(const Vector3 &linearLockAxisFactor) const | reactphysics3d::RigidBody |
setLinearVelocity(const Vector3 &linearVelocity) | reactphysics3d::RigidBody |
setLocalCenterOfMass(const Vector3 &centerOfMass) | reactphysics3d::RigidBody |
setLocalInertiaTensor(const Vector3 &inertiaTensorLocal) | reactphysics3d::RigidBody |
setMass(decimal mass) | reactphysics3d::RigidBody |
setTransform(const Transform &transform) override | reactphysics3d::RigidBody | virtual
setType(BodyType type) | reactphysics3d::RigidBody |
setUserData(void *userData) | reactphysics3d::Body |
testAABBOverlap(const AABB &worldAABB) const | reactphysics3d::Body |
testPointInside(const Vector3 &worldPoint) const | reactphysics3d::Body |
updateLocalCenterOfMassFromColliders() | reactphysics3d::RigidBody |
updateLocalInertiaTensorFromColliders() | reactphysics3d::RigidBody |
updateMassFromColliders() | reactphysics3d::RigidBody |
updateMassPropertiesFromColliders() | reactphysics3d::RigidBody |
~Body() | reactphysics3d::Body | virtual
~RigidBody() override=default | reactphysics3d::RigidBody | virtual