|
Untitled Game engine no.5
1.0
|
This is the complete list of members for Engine::Physics, including all inherited members.
| applyManifold(CollisionPoint cp, Ref< PhysicsEntity > &e1, Ref< PhysicsEntity > &e2, float h) | Engine::Physics | inlinestatic |
| Barycentric(const glm::vec3 &p, const glm::vec3 &a, const glm::vec3 &b, const glm::vec3 &c, float &u, float &v, float &w) | Engine::Physics | inlinestatic |
| Collect2DElements(Scene &scene) | Engine::Physics | inlinestatic |
| CollectBodiesAndParticles(Scene &scene) | Engine::Physics | inlinestatic |
| CollectJoints(const Scene &scene) | Engine::Physics | inlinestatic |
| CollisionType enum name | Engine::Physics | |
| D2 enum value (defined in Engine::Physics) | Engine::Physics | |
| D3 enum value (defined in Engine::Physics) | Engine::Physics | |
| EPA2(Simplex &simplex, const Shape &shapeA, const Shape &shapeB) | Engine::Physics | inlinestatic |
| furthestDiff(const Shape &shapeA, const Shape &shapeB, const glm::vec3 &norm, Support &support) | Engine::Physics | inlinestatic |
| GJK(const Shape &colliderA, const Shape &colliderB, Simplex &simplex, CollisionType type) | Engine::Physics | inlinestatic |
| GJK_EPA(const Shape &colliderA, const Shape &colliderB, CollisionType type=D3) | Engine::Physics | inlinestatic |
| Line(Simplex &simplex, glm::vec3 &direction) (defined in Engine::Physics) | Engine::Physics | inlinestatic |
| NextSimplex(Simplex &simplex, glm::vec3 &direction, CollisionType type) (defined in Engine::Physics) | Engine::Physics | inlinestatic |
| processCollisions(std::vector< Ref< PhysicsEntity >> &elements, float h, CollisionType type=D3) | Engine::Physics | inlinestatic |
| processJoint(const Ref< Joint > &joint, const Ref< PhysicsEntity > &pe1, const Ref< PhysicsEntity > &pe2) | Engine::Physics | inlinestatic |
| processJoints(const std::vector< Ref< Joint >> &joints, float h) | Engine::Physics | inlinestatic |
| Raycast(const Scene &scene, glm::vec3 pos, glm::vec3 dir, float maxDistance=FLT_MAX) | Engine::Physics | inlinestatic |
| RaycastClosest(const Scene &scene, glm::vec3 pos, glm::vec3 dir, float maxDistance=FLT_MAX) | Engine::Physics | inlinestatic |
| simulateSystem(Scene &scene, float dt) | Engine::Physics | inlinestatic |
| Tetrahedron(Simplex &simplex, glm::vec3 &direction) (defined in Engine::Physics) | Engine::Physics | inlinestatic |
| Triangle(Simplex &simplex, glm::vec3 &direction) (defined in Engine::Physics) | Engine::Physics | inlinestatic |
| Update(Scene &scene) | Engine::Physics | inlinestatic |
1.8.17