addColliderToBody(Entity bodyEntity, Entity colliderEntity) | reactphysics3d::BodyComponents | |
addComponent(Entity bodyEntity, bool isDisabled, const BodyComponent &component) | reactphysics3d::BodyComponents | |
BodyComponents(MemoryAllocator &allocator) | reactphysics3d::BodyComponents | |
Components(MemoryAllocator &allocator, size_t componentDataSize, size_t alignmentMarginSize) | reactphysics3d::Components | |
getBody(Entity bodyEntity) | reactphysics3d::BodyComponents | |
getColliders(Entity bodyEntity) const | reactphysics3d::BodyComponents | |
getEntityIndex(Entity entity) const | reactphysics3d::Components | |
getHasSimulationCollider(Entity bodyEntity) const | reactphysics3d::BodyComponents | |
getIsActive(Entity bodyEntity) const | reactphysics3d::BodyComponents | |
getIsEntityDisabled(Entity entity) const | reactphysics3d::Components | |
getNbComponents() const | reactphysics3d::Components | |
getNbEnabledComponents() const | reactphysics3d::Components | |
getUserData(Entity bodyEntity) const | reactphysics3d::BodyComponents | |
hasComponent(Entity entity) const | reactphysics3d::Components | |
hasComponentGetIndex(Entity entity, uint32 &entityIndex) const | reactphysics3d::Components | |
init() | reactphysics3d::Components | |
removeColliderFromBody(Entity bodyEntity, Entity colliderEntity) | reactphysics3d::BodyComponents | |
removeComponent(Entity entity) | reactphysics3d::Components | |
setHasSimulationCollider(Entity bodyEntity, bool hasSimulationCollider) const | reactphysics3d::BodyComponents | |
setIsActive(Entity bodyEntity, bool isActive) const | reactphysics3d::BodyComponents | |
setIsEntityDisabled(Entity entity, bool isDisabled) | reactphysics3d::Components | |
setUserData(Entity bodyEntity, void *userData) const | reactphysics3d::BodyComponents | |
~BodyComponents() override=default | reactphysics3d::BodyComponents | virtual |
~Components() | reactphysics3d::Components | virtual |