VEX Engine
Retro looking game engine made in vulkan mostly because i wanted to understand it better.
Loading...
Searching...
No Matches
vex::PhysicsSystem Member List

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::PhysicsSystemprivate
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::PhysicsSystemprivate
EulerToQuat(const glm::vec3 &eulerDeg) (defined in vex::PhysicsSystem)vex::PhysicsSystemprivatestatic
GetAngularVelocity(JPH::BodyID bodyId)vex::PhysicsSystem
GetBodyActive(JPH::BodyID bodyId)vex::PhysicsSystem
GetBounciness(JPH::BodyID bodyId)vex::PhysicsSystem
GetCollisionSteps()vex::PhysicsSysteminline
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::PhysicsSystemprivate
m_accumulator (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_activationListener (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_bodyToEntity (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_bpInterface (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_contactListener (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_debugRenderer (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_fixedDt (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_interpCache (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_jobSystem (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_objLayerPairFilter (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_objVsBpFilter (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_physicsSystem (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_registry (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
m_tempAllocator (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
MyContactListener (defined in vex::PhysicsSystem)vex::PhysicsSystemfriend
onPhysicsComponentDestroy(vex::Registry &reg, vex::Entity e) (defined in vex::PhysicsSystem)vex::PhysicsSystemprivate
PhysicsSystem(vex::Registry &registry)vex::PhysicsSysteminline
QuatToEuler(const JPH::Quat &q) (defined in vex::PhysicsSystem)vex::PhysicsSystemprivatestatic
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::PhysicsSysteminline
setDebugRenderer(JPH::DebugRenderer *renderer)vex::PhysicsSystem
setEnableSmoothing(bool enable)vex::PhysicsSysteminline
SetFriction(JPH::BodyID bodyId, float friction)vex::PhysicsSystem
SetGravityFactor(JPH::BodyID bodyId, float gravityFactor)vex::PhysicsSysteminline
SetGravityVector(const glm::vec3 &gravity)vex::PhysicsSysteminline
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::PhysicsSystemprivate
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::PhysicsSystemprivate
~PhysicsSystem()vex::PhysicsSystem