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) constreactphysics3d::RigidBodyComponents
getAngularLockAxisFactor(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getAngularVelocity(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getBodyType(Entity bodyEntity)reactphysics3d::RigidBodyComponents
getCenterOfMassLocal(Entity bodyEntity)reactphysics3d::RigidBodyComponents
getCenterOfMassWorld(Entity bodyEntity)reactphysics3d::RigidBodyComponents
getConstrainedAngularVelocity(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getConstrainedLinearVelocity(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getConstrainedOrientation(Entity bodyEntity)reactphysics3d::RigidBodyComponents
getConstrainedPosition(Entity bodyEntity)reactphysics3d::RigidBodyComponents
getEntityIndex(Entity entity) constreactphysics3d::Components
getExternalForce(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getExternalTorque(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getInertiaTensorLocalInverse(Entity bodyEntity)reactphysics3d::RigidBodyComponents
getInertiaTensorWorldInverse(Entity bodyEntity)reactphysics3d::RigidBodyComponents
getIsAllowedToSleep(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getIsAlreadyInIsland(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getIsEntityDisabled(Entity entity) constreactphysics3d::Components
getIsGravityEnabled(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getIsSleeping(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getJoints(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getLinearDamping(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getLinearLockAxisFactor(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getLinearVelocity(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getLocalInertiaTensor(Entity bodyEntity)reactphysics3d::RigidBodyComponents
getMass(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getMassInverse(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getNbComponents() constreactphysics3d::Components
getNbEnabledComponents() constreactphysics3d::Components
getRigidBody(Entity bodyEntity)reactphysics3d::RigidBodyComponents
getSleepTime(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getSplitAngularVelocity(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
getSplitLinearVelocity(Entity bodyEntity) constreactphysics3d::RigidBodyComponents
hasComponent(Entity entity) constreactphysics3d::Components
hasComponentGetIndex(Entity entity, uint32 &entityIndex) constreactphysics3d::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) constreactphysics3d::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) constreactphysics3d::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) constreactphysics3d::RigidBodyComponents
setSplitAngularVelocity(Entity bodyEntity, const Vector3 &splitAngularVelocity)reactphysics3d::RigidBodyComponents
setSplitLinearVelocity(Entity bodyEntity, const Vector3 &splitLinearVelocity)reactphysics3d::RigidBodyComponents
~Components()reactphysics3d::Componentsvirtual
~RigidBodyComponents() override=defaultreactphysics3d::RigidBodyComponentsvirtual