This is the complete list of members for vex::PhysicsSystem, including all inherited members.
| AddAngularImpulse(JPH::BodyID bodyId, const glm::vec3 &impulse) | vex::PhysicsSystem | |
| AddAngularVelocity(JPH::BodyID bodyId, const glm::vec3 &velocity) | vex::PhysicsSystem | |
| AddForce(JPH::BodyID bodyId, const glm::vec3 &force) | vex::PhysicsSystem | |
| AddForceAtPosition(JPH::BodyID bodyId, const glm::vec3 &force, const glm::vec3 &position) | vex::PhysicsSystem | |
| AddImpulse(JPH::BodyID bodyId, const glm::vec3 &impulse) | vex::PhysicsSystem | |
| AddImpulseAtPosition(JPH::BodyID bodyId, const glm::vec3 &impulse, const glm::vec3 &position) | vex::PhysicsSystem | |
| AddLinearVelocity(JPH::BodyID bodyId, const glm::vec3 &velocity) | vex::PhysicsSystem | |
| AddTorque(JPH::BodyID bodyId, const glm::vec3 &torque) | vex::PhysicsSystem | |
| collisionSteps (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| CreateBodyForEntity(vex::Entity e, vex::Registry &r, PhysicsComponent &pc) | vex::PhysicsSystem | |
| DestroyBodyForEntity(PhysicsComponent &pc) | vex::PhysicsSystem | |
| drawDebug(bool drawConstraints=true, bool drawWireframe=true) | vex::PhysicsSystem | |
| enableSmoothing (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| EulerToQuat(const glm::vec3 &eulerDeg) (defined in vex::PhysicsSystem) | vex::PhysicsSystem | privatestatic |
| GetAngularVelocity(JPH::BodyID bodyId) | vex::PhysicsSystem | |
| GetBodyActive(JPH::BodyID bodyId) | vex::PhysicsSystem | |
| GetBounciness(JPH::BodyID bodyId) | vex::PhysicsSystem | |
| GetCollisionSteps() | vex::PhysicsSystem | inline |
| getEntityByBodyId(JPH::BodyID id) (defined in vex::PhysicsSystem) | vex::PhysicsSystem | |
| GetFriction(JPH::BodyID bodyId) | vex::PhysicsSystem | |
| GetLinearVelocity(JPH::BodyID bodyId) | vex::PhysicsSystem | |
| getPhysicsComponentByBodyId(JPH::BodyID id) (defined in vex::PhysicsSystem) | vex::PhysicsSystem | |
| GetPhysicsPosition(JPH::BodyID bodyId) | vex::PhysicsSystem | |
| GetPhysicsRotation(JPH::BodyID bodyId) | vex::PhysicsSystem | |
| GetVelocityAtPosition(JPH::BodyID bodyId, const glm::vec3 &point) | vex::PhysicsSystem | |
| init(size_t maxBodies=1024) | vex::PhysicsSystem | |
| InitializeCharacter(vex::Entity e, CharacterComponent &cc) (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_accumulator (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_activationListener (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_bodyToEntity (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_bpInterface (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_contactListener (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_debugRenderer (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_fixedDt (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_interpCache (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_jobSystem (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_objLayerPairFilter (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_objVsBpFilter (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_physicsSystem (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_registry (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| m_tempAllocator (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| MyContactListener (defined in vex::PhysicsSystem) | vex::PhysicsSystem | friend |
| onPhysicsComponentDestroy(vex::Registry ®, vex::Entity e) (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| PhysicsSystem(vex::Registry ®istry) | vex::PhysicsSystem | inline |
| QuatToEuler(const JPH::Quat &q) (defined in vex::PhysicsSystem) | vex::PhysicsSystem | privatestatic |
| raycast(const glm::vec3 &origin, const glm::vec3 &direction, float maxDistance, RaycastHit &hit) | vex::PhysicsSystem | |
| RecreateBodyForEntity(vex::Entity e, PhysicsComponent &pc) | vex::PhysicsSystem | |
| SetAngularVelocity(JPH::BodyID bodyId, const glm::vec3 &velocity) | vex::PhysicsSystem | |
| SetBodyActive(JPH::BodyID bodyId, bool active) | vex::PhysicsSystem | |
| SetBounciness(JPH::BodyID bodyId, float bounciness) | vex::PhysicsSystem | |
| setCollisionSteps(int steps) | vex::PhysicsSystem | inline |
| setDebugRenderer(JPH::DebugRenderer *renderer) | vex::PhysicsSystem | |
| setEnableSmoothing(bool enable) | vex::PhysicsSystem | inline |
| SetFriction(JPH::BodyID bodyId, float friction) | vex::PhysicsSystem | |
| SetGravityFactor(JPH::BodyID bodyId, float gravityFactor) | vex::PhysicsSystem | inline |
| SetGravityVector(const glm::vec3 &gravity) | vex::PhysicsSystem | inline |
| SetLinearVelocity(JPH::BodyID bodyId, const glm::vec3 &velocity) | vex::PhysicsSystem | |
| shutdown() | vex::PhysicsSystem | |
| SyncBodies() | vex::PhysicsSystem | |
| SyncBodyToTransform(vex::Entity e, vex::Registry &r, const JPH::BodyID &id, float alpha=1.0f) (defined in vex::PhysicsSystem) | vex::PhysicsSystem | private |
| update(float deltaTime) | vex::PhysicsSystem | |
| WeldVertices(const std::vector< glm::vec3 > &inVerts, const std::vector< uint32_t > &inIndices, JPH::VertexList &outVerts, JPH::IndexedTriangleList &outTris) | vex::PhysicsSystem | private |
| ~PhysicsSystem() | vex::PhysicsSystem |