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github.com/DanielChappuis/reactphysics3d
/ functions
Functions
2,534 in github.com/DanielChappuis/reactphysics3d
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Functions
2,534
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Types & classes
532
Method
VertexMergingData
testbed/opengl-framework/src/MeshReaderWriter.h:71
Method
VisualContactPoint
Constructor
testbed/common/VisualContactPoint.cpp:39
Method
VoronoiSimplex
Constructor
src/collision/narrowphase/GJK/VoronoiSimplex.cpp:36
Method
WorldCollisionCallback
test/tests/collision/TestWorldQueries.h:157
Method
WorldRaycastCallback
test/tests/collision/TestRaycast.h:65
Method
WorldSettings
include/reactphysics3d/engine/PhysicsWorld.h:122
Method
add
Add an element into the array
include/reactphysics3d/containers/Array.h:285
Method
addBody
Add a body into the island
include/reactphysics3d/engine/Island.h:108
Method
addCollider
Add a collider into the broad-phase collision detection
src/systems/BroadPhaseSystem.cpp:84
Method
addCollider
Create a new collider and add it to the body This method will return a pointer to a new collider. A collider is an object with a collision shape that
src/body/RigidBody.cpp:661
Method
addCollider
Add a body to the collision detection
include/reactphysics3d/systems/CollisionDetectionSystem.h:415
Method
addCollider
Assign a new collider to the collision shape
include/reactphysics3d/collision/shapes/CollisionShape.h:193
Method
addComponent
Add a component
src/components/ColliderComponents.cpp:138
Method
addComponent
Add a component
src/components/TransformComponents.cpp:83
Method
addComponent
Add a component
src/components/HingeJointComponents.cpp:222
Method
addComponent
Add a component
src/components/JointComponents.cpp:106
Method
addComponent
Add a component
src/components/FixedJointComponents.cpp:137
Method
addComponent
Add a component
src/components/BallAndSocketJointComponents.cpp:151
Method
addComponent
Add a component
src/components/SliderJointComponents.cpp:244
Method
addComponent
Add a component
src/components/RigidBodyComponents.cpp:207
Method
addContactManifold
Add a contact manifold into the island
include/reactphysics3d/engine/Island.h:115
Method
addContactPairsToBodies
Add the contact pairs to the corresponding bodies
src/systems/CollisionDetectionSystem.cpp:721
Method
addEdgeToLinkedListBefore
Add an edge before another one in the linked-list of edges
src/utils/quickhull/QHHalfEdgeStructure.cpp:181
Method
addFace
Add a face * @param faceVertices Array of the vertices in a face (ordered in CCW order as seen from outside * the polyhedron). Th
include/reactphysics3d/collision/HalfEdgeStructure.h:148
Method
addFaceToLinkedList
Add a face to the linked-list of faces
src/utils/quickhull/QHHalfEdgeStructure.cpp:233
Method
addFileDestination
Add a log file destination to the logger
src/utils/DefaultLogger.cpp:65
Method
addJointToBodies
Add the joint to the array of joints of the two bodies involved in the joint
src/engine/PhysicsWorld.cpp:672
Method
addLostContactPair
Add a lost contact pair (pair of colliders that are not in contact anymore)
src/systems/CollisionDetectionSystem.cpp:220
Method
addObjectInternal
Internally add an object into the tree
src/collision/broadphase/DynamicAABBTree.cpp:146
Method
addStreamDestination
Add a stream destination to the logger
src/utils/DefaultLogger.cpp:75
Method
addStreamDestination
Add a stream destination to the profiler
src/utils/Profiler.cpp:263
Method
addStreamDestination
Add a stream destination to the logger
testbed/src/TestbedLogger.cpp:98
Method
addTestSuite
Add a test suite to the current test suite
test/TestSuite.cpp:79
Method
addToFreeUnits
Add the unit from the linked-list of free units
src/memory/HeapAllocator.cpp:270
Method
addVertex
Add a vertex * @param vertexPointIndex Index of the vertex in the external user vertex data array */
include/reactphysics3d/collision/HalfEdgeStructure.h:137
Method
addVertexToHull
Add a vertex to the current convex hull to expand it
src/utils/quickhull/QuickHull.cpp:205
Method
advance
Advance the iterator
include/reactphysics3d/containers/Map.h:126
Method
advance
Advance the iterator
include/reactphysics3d/containers/Set.h:125
Method
alignAddress
Given a pointer to memory, this method returns the next aligned address * @param pointer Pointer to a memory location * @param alignment Desired align
src/memory/MemoryAllocator.cpp:38
Method
allocate
Allocate memory of a given size (in bytes) and return a pointer to the allocated memory.
test/tests/collision/TestDynamicAABBTree.h:73
Method
allocate
Allocate memory for a given number of components
src/components/ColliderComponents.cpp:46
Method
allocate
Allocate memory for a given number of components
src/components/TransformComponents.cpp:43
Method
allocate
Allocate memory for a given number of components
src/components/HingeJointComponents.cpp:51
Method
allocate
Allocate memory for a given number of components
src/components/JointComponents.cpp:43
Method
allocate
Allocate memory for a given number of components
src/components/FixedJointComponents.cpp:46
Method
allocate
Allocate memory for a given number of components
src/components/BallAndSocketJointComponents.cpp:47
Method
allocate
Allocate memory for a given number of components
src/components/SliderJointComponents.cpp:53
Method
allocate
Allocate memory for a given number of components
src/components/RigidBodyComponents.cpp:52
Method
allocate
Allocate memory of a given size (in bytes) and return a pointer to the allocated memory. The returned allocated memory must be 16 bytes aligned.
include/reactphysics3d/memory/DefaultAllocator.h:58
Method
allocateNode
Allocate and return a new node in the tree
src/collision/broadphase/DynamicAABBTree.cpp:93
Method
allocatedDestinations
Allocate memory for the destinations
src/utils/Profiler.cpp:251
Method
applyFail
Called when a test has failed. This method should not be called directly in your test buy you should call fail() instead (macro)
test/Test.cpp:64
Method
applyTest
Called to test a boolean condition. This method should not be called directly in your test but you should call test() instead (macro)
test/Test.cpp:46
Function
approxEqual
Function to test if two real numbers are (almost) equal We test if two numbers a and b are such that (a-b) are in [-EPSILON; EPSILON]
include/reactphysics3d/mathematics/mathematics_common.h:42
Method
approxEqual
Function to test if two vectors are (almost) equal
include/reactphysics3d/mathematics/Vector3.h:396
Method
askForBroadPhaseCollisionCheck
Ask for a collision shape to be tested again during broad-phase. We simply put the shape in the array of collision shape that have moved in the previo
include/reactphysics3d/systems/CollisionDetectionSystem.h:436
Method
associateOrphanPointsToNewFaces
Take all the orphan points to the furthest faces among the new faces
src/utils/quickhull/QuickHull.cpp:850
Method
awakeBodies
Awake the two bodies of the joint
src/constraint/Joint.cpp:74
Method
awakeNeighborDisabledBodies
Awake the disabled neighbor bodies
src/body/RigidBody.cpp:1079
Method
balanceSubTreeAtNode
Balance the sub-tree of a given node using left or right rotations. The rotation schemes are described in the book "Introduction to Game Physics with
src/collision/broadphase/DynamicAABBTree.cpp:420
Method
begin
Return a begin iterator
include/reactphysics3d/containers/Array.h:485
Method
begin
Return a begin iterator
include/reactphysics3d/containers/Deque.h:482
Method
begin
Return a begin iterator
include/reactphysics3d/containers/Set.h:635
Method
bind
Bind the texture
testbed/opengl-framework/src/Texture2D.h:104
Method
bind
Bind the VBO
testbed/opengl-framework/src/VertexBufferObject.h:88
Method
bind
Bind the FBO
testbed/opengl-framework/src/FrameBufferObject.h:81
Method
bind
Bind the VAO
testbed/opengl-framework/src/VertexArrayObject.h:74
Method
black
Return the black color
testbed/opengl-framework/src/maths/Color.h:57
Method
blue
Return the blue color
testbed/opengl-framework/src/maths/Color.h:69
Method
buildNewFaces
Build the new faces that contain the new vertex and the horizon edges
src/utils/quickhull/QuickHull.cpp:244
Method
calculateBoundingBox
Calculate the bounding box of the mesh
testbed/opengl-framework/src/Mesh.cpp:139
Method
calculateTangents
Compute the tangents of the mesh
testbed/opengl-framework/src/Mesh.cpp:92
Method
capacity
Return the capacity of the stack
include/reactphysics3d/containers/Stack.h:188
Method
capacity
Return the capacity of the array
include/reactphysics3d/containers/Array.h:433
Method
capacity
Return the capacity of the set
include/reactphysics3d/containers/Set.h:533
Method
changeBody
Change the body to raycast and to display
testbed/scenes/raycast/RaycastScene.cpp:164
Method
check
Check if the tree structure is valid (for debugging purpose)
src/collision/broadphase/DynamicAABBTree.cpp:752
Method
checkClosestPointValid
Return true if the
include/reactphysics3d/collision/narrowphase/GJK/VoronoiSimplex.h:201
Method
checkForDisabledOverlappingPairs
Disable the overlapping pairs if both bodies are disabled (sleeping or static)
src/body/RigidBody.cpp:1116
Method
checkNode
Check if the node structure is valid (for debugging purpose)
src/collision/broadphase/DynamicAABBTree.cpp:771
Method
checkOpenGLExtensions
Return true if the needed OpenGL extensions are available for VBO
testbed/opengl-framework/src/VertexBufferObject.h:104
Method
checkOpenGLExtensions
Return true if the needed OpenGL extensions are available for FBO
testbed/opengl-framework/src/FrameBufferObject.h:93
Method
checkOpenGLExtensions
Return true if the needed OpenGL extensions are available for VAO
testbed/opengl-framework/src/VertexArrayObject.h:90
Method
checkOpenGLExtensions
Return true if the needed OpenGL extensions are available for shaders
testbed/opengl-framework/src/Shader.h:324
Method
clamp01
Clamp the vector values between 0 and 1
testbed/opengl-framework/src/maths/Vector2.h:142
Method
clamp01
Clamp the values between 0 and 1
testbed/opengl-framework/src/maths/Vector4.h:146
Method
clamp01
Clamp the values between 0 and 1
testbed/opengl-framework/src/maths/Vector3.h:180
Method
clear
Clear all the objects in the batch
src/collision/narrowphase/NarrowPhaseInfoBatch.cpp:56
Method
clear
Remove all the items from the stack
include/reactphysics3d/containers/Stack.h:133
Method
clear
Clear the array
include/reactphysics3d/containers/Array.h:407
Method
clear
Clear the elements of the deque
include/reactphysics3d/containers/Deque.h:400
Method
clear
Clear the set
include/reactphysics3d/containers/Set.h:487
Method
componentMul
Multiply two vectors by their components
testbed/opengl-framework/src/maths/Vector4.h:141
Method
computeAlignedAddress
Return the next aligned memory address
src/memory/HeapAllocator.cpp:193
Method
computeBodiesIndexPair
Return the pair of bodies index
include/reactphysics3d/engine/OverlappingPairs.h:448
Method
computeBroadPhase
Compute the broad-phase collision detection
src/systems/CollisionDetectionSystem.cpp:103
Method
computeCenterOfMass
Compute and return the local-space center of mass of the body using its colliders
src/body/RigidBody.cpp:390
Method
computeClosestPointOnSegment
Compute point of a line segment that is closest to the origin
src/collision/narrowphase/GJK/VoronoiSimplex.cpp:303
Method
computeClosestPointOnTetrahedron
Compute point of a tetrahedron that is closest to the origin This implementation is based on the one in the book "Real-Time Collision Detection" by Ch
src/collision/narrowphase/GJK/VoronoiSimplex.cpp:453
Method
computeClosestPointOnTriangle
Compute point on a triangle that is closest to the origin This implementation is based on the one in the book "Real-Time Collision Detection" by Chris
src/collision/narrowphase/GJK/VoronoiSimplex.cpp:339
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