addCollider(Collider *collider, const AABB &aabb) | reactphysics3d::CollisionDetectionSystem | |
addNoCollisionPair(Entity body1Entity, Entity body2Entity) | reactphysics3d::CollisionDetectionSystem | |
askForBroadPhaseCollisionCheck(Collider *collider) | reactphysics3d::CollisionDetectionSystem | |
CollisionDetectionSystem(PhysicsWorld *world, ColliderComponents &collidersComponents, TransformComponents &transformComponents, BodyComponents &bodyComponents, RigidBodyComponents &rigidBodyComponents, MemoryManager &memoryManager, HalfEdgeStructure &triangleHalfEdgeStructure) | reactphysics3d::CollisionDetectionSystem | |
CollisionDetectionSystem(const CollisionDetectionSystem &collisionDetection)=delete | reactphysics3d::CollisionDetectionSystem | |
computeCollisionDetection() | reactphysics3d::CollisionDetectionSystem | |
getCollisionDispatch() | reactphysics3d::CollisionDetectionSystem | |
getMemoryManager() const | reactphysics3d::CollisionDetectionSystem | |
getWorld() | reactphysics3d::CollisionDetectionSystem | |
getWorldAABB(const Collider *collider) const | reactphysics3d::CollisionDetectionSystem | |
getWorldEventListener() | reactphysics3d::CollisionDetectionSystem | |
notifyOverlappingPairsToTestOverlap(Collider *collider) | reactphysics3d::CollisionDetectionSystem | |
operator=(const CollisionDetectionSystem &collisionDetection)=delete | reactphysics3d::CollisionDetectionSystem | |
raycast(RaycastCallback *raycastCallback, const Ray &ray, unsigned short raycastWithCategoryMaskBits) const | reactphysics3d::CollisionDetectionSystem | |
removeCollider(Collider *collider) | reactphysics3d::CollisionDetectionSystem | |
removeNoCollisionPair(Entity body1Entity, Entity body2Entity) | reactphysics3d::CollisionDetectionSystem | |
reportContactsAndTriggers() | reactphysics3d::CollisionDetectionSystem | |
testCollision(Body *body1, Body *body2, CollisionCallback &callback) | reactphysics3d::CollisionDetectionSystem | |
testCollision(Body *body, CollisionCallback &callback) | reactphysics3d::CollisionDetectionSystem | |
testCollision(CollisionCallback &callback) | reactphysics3d::CollisionDetectionSystem | |
testOverlap(Body *body1, Body *body2) | reactphysics3d::CollisionDetectionSystem | |
testOverlap(Body *body, OverlapCallback &callback) | reactphysics3d::CollisionDetectionSystem | |
testOverlap(OverlapCallback &overlapCallback) | reactphysics3d::CollisionDetectionSystem | |
updateCollider(Entity colliderEntity) | reactphysics3d::CollisionDetectionSystem | |
updateColliders() | reactphysics3d::CollisionDetectionSystem | |
~CollisionDetectionSystem()=default | reactphysics3d::CollisionDetectionSystem | |