ReactPhysics3D  v0.10.1
C++ Physics engine library
reactphysics3d::RigidBody Member List

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

addCollider(CollisionShape *collisionShape, const Transform &transform) overridereactphysics3d::RigidBodyvirtual
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)=deletereactphysics3d::Body
enableGravity(bool isEnabled)reactphysics3d::RigidBody
getAABB() constreactphysics3d::Body
getAngularDamping() constreactphysics3d::RigidBody
getAngularLockAxisFactor() constreactphysics3d::RigidBody
getAngularVelocity() constreactphysics3d::RigidBody
getCollider(uint32 colliderIndex) constreactphysics3d::Body
getCollider(uint32 colliderIndex)reactphysics3d::Body
getEntity() constreactphysics3d::Body
getForce() constreactphysics3d::RigidBody
getLinearDamping() constreactphysics3d::RigidBody
getLinearLockAxisFactor() constreactphysics3d::RigidBody
getLinearVelocity() constreactphysics3d::RigidBody
getLocalCenterOfMass() constreactphysics3d::RigidBody
getLocalInertiaTensor() constreactphysics3d::RigidBody
getLocalPoint(const Vector3 &worldPoint) constreactphysics3d::Body
getLocalVector(const Vector3 &worldVector) constreactphysics3d::Body
getMass() constreactphysics3d::RigidBody
getNbColliders() constreactphysics3d::Body
getTorque() constreactphysics3d::RigidBody
getTransform() constreactphysics3d::Body
getType() constreactphysics3d::RigidBody
getUserData() constreactphysics3d::Body
getWorldPoint(const Vector3 &localPoint) constreactphysics3d::Body
getWorldVector(const Vector3 &localVector) constreactphysics3d::Body
isActive() constreactphysics3d::Body
isAllowedToSleep() constreactphysics3d::RigidBody
isDebugEnabled() constreactphysics3d::Body
isGravityEnabled() constreactphysics3d::RigidBody
isSleeping() constreactphysics3d::RigidBody
operator=(const RigidBody &body)=deletereactphysics3d::RigidBody
reactphysics3d::Body::operator=(const Body &body)=deletereactphysics3d::Body
raycast(const Ray &ray, RaycastInfo &raycastInfo)reactphysics3d::Body
removeCollider(Collider *collider) overridereactphysics3d::RigidBodyvirtual
resetForce()reactphysics3d::RigidBody
resetTorque()reactphysics3d::RigidBody
RigidBody(PhysicsWorld &world, Entity entity)reactphysics3d::RigidBody
RigidBody(const RigidBody &body)=deletereactphysics3d::RigidBody
setAngularDamping(decimal angularDamping)reactphysics3d::RigidBody
setAngularLockAxisFactor(const Vector3 &angularLockAxisFactor) constreactphysics3d::RigidBody
setAngularVelocity(const Vector3 &angularVelocity)reactphysics3d::RigidBody
setIsActive(bool isActive) overridereactphysics3d::RigidBodyvirtual
setIsAllowedToSleep(bool isAllowedToSleep)reactphysics3d::RigidBody
setIsDebugEnabled(bool enabled)reactphysics3d::Body
setIsSleeping(bool isSleeping)reactphysics3d::RigidBody
setLinearDamping(decimal linearDamping)reactphysics3d::RigidBody
setLinearLockAxisFactor(const Vector3 &linearLockAxisFactor) constreactphysics3d::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) overridereactphysics3d::RigidBodyvirtual
setType(BodyType type)reactphysics3d::RigidBody
setUserData(void *userData)reactphysics3d::Body
testAABBOverlap(const AABB &worldAABB) constreactphysics3d::Body
testPointInside(const Vector3 &worldPoint) constreactphysics3d::Body
updateLocalCenterOfMassFromColliders()reactphysics3d::RigidBody
updateLocalInertiaTensorFromColliders()reactphysics3d::RigidBody
updateMassFromColliders()reactphysics3d::RigidBody
updateMassPropertiesFromColliders()reactphysics3d::RigidBody
~Body()reactphysics3d::Bodyvirtual
~RigidBody() override=defaultreactphysics3d::RigidBodyvirtual