VEX Engine
Retro looking game engine made in vulkan mostly because i wanted to understand it better.
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vex::PhysicsComponent Member List

This is the complete list of members for vex::PhysicsComponent, including all inherited members.

addCollisionEnterBinding(std::function< void(vex::Entity, vex::Entity, const CollisionHit &)> callback)vex::PhysicsComponentinline
addCollisionExitBinding(std::function< void(vex::Entity, vex::Entity)> callback)vex::PhysicsComponentinline
addCollisionStayBinding(std::function< void(vex::Entity, vex::Entity, const CollisionHit &)> callback)vex::PhysicsComponentinline
allowSleeping (defined in vex::PhysicsComponent)vex::PhysicsComponent
angularDamping (defined in vex::PhysicsComponent)vex::PhysicsComponent
bodyId (defined in vex::PhysicsComponent)vex::PhysicsComponent
bodyType (defined in vex::PhysicsComponent)vex::PhysicsComponent
bounce (defined in vex::PhysicsComponent)vex::PhysicsComponent
Box(glm::vec3 halfExtents={0.5f, 0.5f, 0.5f}, BodyType bodyType=BodyType::STATIC, float mass=1.0f, float friction=0.5f, float bounce=0.1f)vex::PhysicsComponentinlinestatic
boxHalfExtents (defined in vex::PhysicsComponent)vex::PhysicsComponent
Capsule(float radius=0.5f, float height=1.0f, BodyType bodyType=BodyType::STATIC, float mass=1.0f, float friction=0.5f, float bounce=0.1f)vex::PhysicsComponentinlinestatic
capsuleHeight (defined in vex::PhysicsComponent)vex::PhysicsComponent
capsuleRadius (defined in vex::PhysicsComponent)vex::PhysicsComponent
ConvexHull(std::vector< JPH::Vec3 > points, BodyType bodyType=BodyType::STATIC, float mass=1.0f, float friction=0.5f, float bounce=0.1f)vex::PhysicsComponentinlinestatic
convexPoints (defined in vex::PhysicsComponent)vex::PhysicsComponent
Cylinder(float radius=0.5f, float height=1.0f, BodyType bodyType=BodyType::STATIC, float mass=1.0f, float friction=0.5f, float bounce=0.1f)vex::PhysicsComponentinlinestatic
cylinderHeight (defined in vex::PhysicsComponent)vex::PhysicsComponent
cylinderRadius (defined in vex::PhysicsComponent)vex::PhysicsComponent
debugDraw (defined in vex::PhysicsComponent)vex::PhysicsComponent
friction (defined in vex::PhysicsComponent)vex::PhysicsComponent
isSensor (defined in vex::PhysicsComponent)vex::PhysicsComponent
linearDamping (defined in vex::PhysicsComponent)vex::PhysicsComponent
mass (defined in vex::PhysicsComponent)vex::PhysicsComponent
Mesh(MeshComponent &mesh, BodyType bodyType=BodyType::STATIC, float mass=1.0f, float friction=0.5f, float bounce=0.1f)vex::PhysicsComponentinlinestatic
meshIndices (defined in vex::PhysicsComponent)vex::PhysicsComponent
meshVertices (defined in vex::PhysicsComponent)vex::PhysicsComponent
objectLayer (defined in vex::PhysicsComponent)vex::PhysicsComponent
onCollisionEnter (defined in vex::PhysicsComponent)vex::PhysicsComponent
onCollisionExit (defined in vex::PhysicsComponent)vex::PhysicsComponent
onCollisionStay (defined in vex::PhysicsComponent)vex::PhysicsComponent
PhysicsComponent()=defaultvex::PhysicsComponent
PhysicsComponent(ShapeType s) (defined in vex::PhysicsComponent)vex::PhysicsComponentinlineexplicit
RoundedBox(glm::vec3 halfExtents, float radius=0.05f, BodyType bodyType=BodyType::DYNAMIC, float mass=1.0f, float friction=0.5f, float bounce=0.1f)vex::PhysicsComponentinlinestatic
roundedRadius (defined in vex::PhysicsComponent)vex::PhysicsComponent
shape (defined in vex::PhysicsComponent)vex::PhysicsComponent
Sphere(float radius=0.5f, BodyType bodyType=BodyType::STATIC, float mass=1.0f, float friction=0.5f, float bounce=0.1f)vex::PhysicsComponentinlinestatic
sphereRadius (defined in vex::PhysicsComponent)vex::PhysicsComponent