Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
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Engine::Components::PhysicsBody Member List

This is the complete list of members for Engine::Components::PhysicsBody, including all inherited members.

addBodyCallback(std::vector< BodyCallbackSubscription > &callbacks, std::function< void(const Physics::CollisionEvent &)> callback)Engine::Components::PhysicsBodyprivate
applyCollisionFlags()Engine::Components::PhysicsBodyprivate
beginPlay() overrideEngine::Components::PhysicsBodyvirtual
bodyHandle_Engine::Components::PhysicsBodyprivate
canTick() constEngine::Components::Logic
clearCallbacks()Engine::Components::PhysicsBodyprivate
collisionBeginCallbacks_Engine::Components::PhysicsBodyprivate
collisionEndCallbacks_Engine::Components::PhysicsBodyprivate
collisionFiltersDirty_Engine::Components::PhysicsBodyprivate
collisions_Engine::Components::PhysicsBodyprivate
collisionStayCallbacks_Engine::Components::PhysicsBodyprivate
ComponentNameEngine::Components::PhysicsBodystatic
compoundShape_Engine::Components::PhysicsBodyprivate
createRigidBody()Engine::Components::PhysicsBodyprivate
debugDraw() constEngine::Components::PhysicsBody
destroyRigidBody()Engine::Components::PhysicsBodyprivate
dispatchCollisionEvent(const Physics::CollisionEvent &event)Engine::Components::PhysicsBody
drawImGui() overrideEngine::Components::PhysicsBodyvirtual
drawImGuiName()Engine::Components::Logicvirtual
endPlay() overrideEngine::Components::PhysicsBodyvirtual
entity_Engine::Components::PhysicsBodyprivate
findCollisionForShape(const btCollisionShape *shape) constEngine::Components::PhysicsBody
friction_Engine::Components::PhysicsBodyprivate
getAngularVelocity() constEngine::Components::PhysicsBody
getBulletCollisionGroup() constEngine::Components::PhysicsBodyprivate
getBulletCollisionMask() constEngine::Components::PhysicsBodyprivate
getCollisions() constEngine::Components::PhysicsBodyinline
getComponentName() constEngine::Components::Logicvirtual
getDynamicsWorld() constEngine::Components::PhysicsBody
getFriction() constEngine::Components::PhysicsBodyinline
getHitActor() constEngine::Components::PhysicsBody
getLinearVelocity() constEngine::Components::PhysicsBody
getMass() constEngine::Components::PhysicsBodyinline
getOwningEntity() constEngine::Components::Logic
getPhysicsBodyHandle() constEngine::Components::PhysicsBodyinline
getPhysicsEngine() constEngine::Components::PhysicsBodyprivate
getRestitution() constEngine::Components::PhysicsBodyinline
getRigidBody() constEngine::Components::PhysicsBodyinline
getScene() constEngine::Components::Logicprotected
getSceneManager() constEngine::Components::Logicprotected
hasBegunPlay() constEngine::Components::Logic
hasBegunPlay_Engine::Components::Logicprivate
isInitialized_Engine::Components::PhysicsBodyprivate
isKinematic() constEngine::Components::PhysicsBodyinline
isKinematic_Engine::Components::PhysicsBodyprivate
isStatic() constEngine::Components::PhysicsBodyinline
isStatic_Engine::Components::PhysicsBodyprivate
IsUniqueEngine::Components::PhysicsBodystatic
Logic(Entities::Scene *owningScene)Engine::Components::Logicexplicit
Logic(const Entities::SpawnContext &context)Engine::Components::Logicexplicit
markCollisionFiltersDirty()Engine::Components::PhysicsBody
markShapeDirty()Engine::Components::PhysicsBody
mass_Engine::Components::PhysicsBodyprivate
nextCallbackHandle_Engine::Components::PhysicsBodyprivate
onCollisionBegin(Callback &&callback)Engine::Components::PhysicsBodyinline
onCollisionEnd(Callback &&callback)Engine::Components::PhysicsBodyinline
onCollisionStay(Callback &&callback)Engine::Components::PhysicsBodyinline
onOverlapBegin(Callback &&callback)Engine::Components::PhysicsBodyinline
onOverlapEnd(Callback &&callback)Engine::Components::PhysicsBodyinline
onOverlapStay(Callback &&callback)Engine::Components::PhysicsBodyinline
overlapBeginCallbacks_Engine::Components::PhysicsBodyprivate
overlapEndCallbacks_Engine::Components::PhysicsBodyprivate
overlapStayCallbacks_Engine::Components::PhysicsBodyprivate
owningEntity_Engine::Components::Logicprivate
PhysicsBody(Entities::Scene *scene, entt::entity entity, std::shared_ptr< Entities::SceneNode > sceneNode)Engine::Components::PhysicsBody
PhysicsBodyCallbackHandle typedefEngine::Components::PhysicsBody
previousCollisions_Engine::Components::PhysicsBodyprivate
processCollisions()Engine::Components::PhysicsBody
readdRigidBodyWithCurrentFilters()Engine::Components::PhysicsBodyprivate
rebuildCollisionShape()Engine::Components::PhysicsBodyprivate
rebuildIfDirty()Engine::Components::PhysicsBody
registerCollision(Components::Collision *collision)Engine::Components::PhysicsBody
removeCollisionCallback(PhysicsBodyCallbackHandle handle)Engine::Components::PhysicsBody
restitution_Engine::Components::PhysicsBodyprivate
rigidBody_Engine::Components::PhysicsBodyprivate
scene_Engine::Components::Logicprivate
sceneNode_Engine::Components::PhysicsBodyprivate
setAngularVelocity(const glm::vec3 &velocity)Engine::Components::PhysicsBody
setCanTick(bool enable)Engine::Components::Logic
setFriction(float friction)Engine::Components::PhysicsBody
setKinematic(bool kinematic)Engine::Components::PhysicsBody
setLinearVelocity(const glm::vec3 &velocity)Engine::Components::PhysicsBody
setMass(float mass)Engine::Components::PhysicsBody
setOwningEntity(Entities::Entity *entity)Engine::Components::Logicprivate
setPhysicsBodyHandle(Physics::PhysicsBodyHandle handle)Engine::Components::PhysicsBodyinline
setRestitution(float restitution)Engine::Components::PhysicsBody
setStatic(bool isStatic)Engine::Components::PhysicsBody
shapeDirty_Engine::Components::PhysicsBodyprivate
shouldUseNoContactResponse() constEngine::Components::PhysicsBodyprivate
teleport(const glm::vec3 &position)Engine::Components::PhysicsBody
teleport(const glm::vec3 &position, const glm::quat &rotation)Engine::Components::PhysicsBody
tick(double deltaTime)Engine::Components::Logicvirtual
tickEnabledEngine::Components::Logicprivate
unregisterCollision(Components::Collision *collision)Engine::Components::PhysicsBody
updateEcsComponent()Engine::Components::PhysicsBodyprivate
~Logic()=defaultEngine::Components::Logicvirtual
~PhysicsBody() overrideEngine::Components::PhysicsBody