ReactPhysics3D: Member List

| ReactPhysics3D v0.10.2 C++ Physics engine library

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reactphysics3d::RigidBodyComponents Member List

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

addComponent(Entity bodyEntity, bool isDisabled, const RigidBodyComponent &component) | reactphysics3d::RigidBodyComponents |
addContacPair(Entity bodyEntity, uint32 contactPairIndex) | reactphysics3d::RigidBodyComponents |
addJointToBody(Entity bodyEntity, Entity jointEntity) | reactphysics3d::RigidBodyComponents |
Components(MemoryAllocator &allocator, size_t componentDataSize, size_t alignmentMarginSize) | reactphysics3d::Components |
getAngularDamping(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getAngularLockAxisFactor(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getAngularVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getBodyType(Entity bodyEntity) | reactphysics3d::RigidBodyComponents |
getCenterOfMassLocal(Entity bodyEntity) | reactphysics3d::RigidBodyComponents |
getCenterOfMassWorld(Entity bodyEntity) | reactphysics3d::RigidBodyComponents |
getConstrainedAngularVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getConstrainedLinearVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getConstrainedOrientation(Entity bodyEntity) | reactphysics3d::RigidBodyComponents |
getConstrainedPosition(Entity bodyEntity) | reactphysics3d::RigidBodyComponents |
getEntityIndex(Entity entity) const | reactphysics3d::Components |
getExternalForce(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getExternalTorque(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getInertiaTensorLocalInverse(Entity bodyEntity) | reactphysics3d::RigidBodyComponents |
getInertiaTensorWorldInverse(Entity bodyEntity) | reactphysics3d::RigidBodyComponents |
getIsAllowedToSleep(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getIsAlreadyInIsland(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getIsEntityDisabled(Entity entity) const | reactphysics3d::Components |
getIsGravityEnabled(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getIsSleeping(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getJoints(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getLinearDamping(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getLinearLockAxisFactor(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getLinearVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getLocalInertiaTensor(Entity bodyEntity) | reactphysics3d::RigidBodyComponents |
getMass(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getMassInverse(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getNbComponents() const | reactphysics3d::Components |
getNbEnabledComponents() const | reactphysics3d::Components |
getRigidBody(Entity bodyEntity) | reactphysics3d::RigidBodyComponents |
getSleepTime(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getSplitAngularVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
getSplitLinearVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents |
hasComponent(Entity entity) const | reactphysics3d::Components |
hasComponentGetIndex(Entity entity, uint32 &entityIndex) const | reactphysics3d::Components |
init() | reactphysics3d::Components |
removeAllContacPairs(Entity bodyEntity) | reactphysics3d::RigidBodyComponents |
removeComponent(Entity entity) | reactphysics3d::Components |
removeJointFromBody(Entity bodyEntity, Entity jointEntity) | reactphysics3d::RigidBodyComponents |
RigidBodyComponents(MemoryAllocator &allocator) | reactphysics3d::RigidBodyComponents |
setAngularDamping(Entity bodyEntity, decimal angularDamping) | reactphysics3d::RigidBodyComponents |
setAngularLockAxisFactor(Entity bodyEntity, const Vector3 &rotationTranslationFactor) | reactphysics3d::RigidBodyComponents |
setAngularVelocity(Entity bodyEntity, const Vector3 &angularVelocity) | reactphysics3d::RigidBodyComponents |
setBodyType(Entity bodyEntity, BodyType bodyType) | reactphysics3d::RigidBodyComponents |
setCenterOfMassLocal(Entity bodyEntity, const Vector3 &centerOfMassLocal) | reactphysics3d::RigidBodyComponents |
setCenterOfMassWorld(Entity bodyEntity, const Vector3 &centerOfMassWorld) | reactphysics3d::RigidBodyComponents |
setConstrainedAngularVelocity(Entity bodyEntity, const Vector3 &constrainedAngularVelocity) | reactphysics3d::RigidBodyComponents |
setConstrainedLinearVelocity(Entity bodyEntity, const Vector3 &constrainedLinearVelocity) | reactphysics3d::RigidBodyComponents |
setConstrainedOrientation(Entity bodyEntity, const Quaternion &constrainedOrientation) | reactphysics3d::RigidBodyComponents |
setConstrainedPosition(Entity bodyEntity, const Vector3 &constrainedPosition) | reactphysics3d::RigidBodyComponents |
setExternalForce(Entity bodyEntity, const Vector3 &externalForce) | reactphysics3d::RigidBodyComponents |
setExternalTorque(Entity bodyEntity, const Vector3 &externalTorque) | reactphysics3d::RigidBodyComponents |
setInertiaTensorWorldInverse(Entity bodyEntity, const Matrix3x3 &inertiaTensor) | reactphysics3d::RigidBodyComponents |
setInverseInertiaTensorLocal(Entity bodyEntity, const Vector3 &inertiaTensorLocalInverse) | reactphysics3d::RigidBodyComponents |
setIsAllowedToSleep(Entity bodyEntity, bool isAllowedToSleep) const | reactphysics3d::RigidBodyComponents |
setIsAlreadyInIsland(Entity bodyEntity, bool isAlreadyInIsland) | reactphysics3d::RigidBodyComponents |
setIsEntityDisabled(Entity entity, bool isDisabled) | reactphysics3d::Components |
setIsGravityEnabled(Entity bodyEntity, bool isGravityEnabled) | reactphysics3d::RigidBodyComponents |
setIsSleeping(Entity bodyEntity, bool isSleeping) const | reactphysics3d::RigidBodyComponents |
setLinearDamping(Entity bodyEntity, decimal linearDamping) | reactphysics3d::RigidBodyComponents |
setLinearLockAxisFactor(Entity bodyEntity, const Vector3 &linearLockAxisFactor) | reactphysics3d::RigidBodyComponents |
setLinearVelocity(Entity bodyEntity, const Vector3 &linearVelocity) | reactphysics3d::RigidBodyComponents |
setLocalInertiaTensor(Entity bodyEntity, const Vector3 &inertiaTensorLocal) | reactphysics3d::RigidBodyComponents |
setMass(Entity bodyEntity, decimal mass) | reactphysics3d::RigidBodyComponents |
setMassInverse(Entity bodyEntity, decimal inverseMass) | reactphysics3d::RigidBodyComponents |
setSleepTime(Entity bodyEntity, decimal sleepTime) const | reactphysics3d::RigidBodyComponents |
setSplitAngularVelocity(Entity bodyEntity, const Vector3 &splitAngularVelocity) | reactphysics3d::RigidBodyComponents |
setSplitLinearVelocity(Entity bodyEntity, const Vector3 &splitLinearVelocity) | reactphysics3d::RigidBodyComponents |
~Components() | reactphysics3d::Components | virtual
~RigidBodyComponents() override=default | reactphysics3d::RigidBodyComponents | virtual