Untitled Game engine no.5
1.0
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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 |