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Functions2,534 in github.com/DanielChappuis/reactphysics3d

MethodcomputeConvexHull
Compute the convex hull of a set of points and return the resulting convex mesh
src/utils/quickhull/QuickHull.cpp:44
MethodcomputeConvexVsConcaveMiddlePhase
Compute the concave vs convex middle-phase algorithm for a given pair of bodies
src/systems/CollisionDetectionSystem.cpp:522
MethodcomputeCorrespondingAngleNearLimits
Given an "inputAngle" in the range [-pi, pi], this method returns an angle (modulo 2*pi) in the range [-2*pi; 2*pi] that is closest to one of the two
src/systems/SolveHingeJointSystem.cpp:739
MethodcomputeCurrentConeHalfAngle
Return the current cone angle (for the cone limit) * @return The positive cone angle in radian in range [0, PI] */
include/reactphysics3d/systems/SolveBallAndSocketJointSystem.h:150
MethodcomputeDistanceBetweenEdges
Compute and return the distance between the two edges in the direction of the candidate separating axis
src/collision/narrowphase/SAT/SATAlgorithm.cpp:1040
MethodcomputeEdgeVsCapsuleInnerSegmentPenetrationDepth
Compute the penetration depth when the separating axis is the cross product of polyhedron edge and capsule inner segment
src/collision/narrowphase/SAT/SATAlgorithm.cpp:322
MethodcomputeEnteringRayGridCoordinates
Compute the first grid cell of the heightfield intersected by a ray. This method returns true if the ray hit the AABB of the height field and false ot
src/collision/HeightField.cpp:368
MethodcomputeEpsilon
Compute the epsilon value for this mesh
src/collision/TriangleMesh.cpp:70
MethodcomputeFPS
Compute the FPS
testbed/src/TestbedApplication.cpp:565
MethodcomputeFaceNormal
Compute and return the face normal (not normalized)
src/collision/ConvexMesh.cpp:217
MethodcomputeFacesNormals
Compute the faces normals
src/collision/ConvexMesh.cpp:185
MethodcomputeFinalPolygonVertexArray
Compute the final PolygonVertexArray from the convex hull half-edge structure
src/utils/quickhull/QuickHull.cpp:135
MethodcomputeFrictionVectors
Compute the two unit orthogonal vectors "t1" and "t2" that span the tangential friction plane for a contact manifold. The two vectors have to be such
src/systems/ContactSolverSystem.cpp:789
MethodcomputeHeight
Compute the height of the tree
src/collision/broadphase/DynamicAABBTree.cpp:824
MethodcomputeInitialHull
Compute the initial tetrahedron convex hull
src/utils/quickhull/QuickHull.cpp:893
MethodcomputeLostContactPairs
Compute the lost contact pairs (contact pairs in contact in the previous frame but not in the current one)
src/systems/CollisionDetectionSystem.cpp:978
MethodcomputeMapPreviousContactPairs
Compute the map from contact pairs ids to contact pair for the next frame
src/systems/CollisionDetectionSystem.cpp:735
MethodcomputeMassAndInertiaTensorLocal
Compute the local-space inertia tensor and total mass of the body using its colliders
src/body/RigidBody.cpp:418
MethodcomputeMiddlePhase
Compute the middle-phase collision detection
src/systems/CollisionDetectionSystem.cpp:346
MethodcomputeMiddlePhaseCollisionSnapshot
Compute the middle-phase collision detection
src/systems/CollisionDetectionSystem.cpp:462
MethodcomputeMinMaxGridCoordinates
Compute the min/max grid coords corresponding to the intersection of the AABB of the height field and the AABB to collide
src/collision/HeightField.cpp:220
MethodcomputeMixedFrictionCoefficient
Compute the mixed friction coefficient from the friction coefficient of each collider
include/reactphysics3d/systems/ContactSolverSystem.h:422
MethodcomputeMixedRestitutionFactor
Compute the collision restitution factor from the restitution factor of each collider
include/reactphysics3d/systems/ContactSolverSystem.h:412
MethodcomputeNarrowPhase
Compute the narrow-phase collision detection
src/systems/CollisionDetectionSystem.cpp:691
MethodcomputeNarrowPhaseCollisionSnapshot
Compute the narrow-phase collision detection for the testCollision() methods. This method returns true if contacts are found.
src/systems/CollisionDetectionSystem.cpp:845
MethodcomputeNarrowPhaseOverlapSnapshot
Compute the narrow-phase collision detection for the testOverlap() methods. This method returns true if contacts are found.
src/systems/CollisionDetectionSystem.cpp:746
MethodcomputeNormalizedAngle
Given an angle in radian, this method returns the corresponding angle in the range [-pi; pi]
src/systems/SolveHingeJointSystem.cpp:719
MethodcomputeOverlapSnapshotContactPairs
Process the potential overlapping bodies for the testOverlap() methods
src/systems/CollisionDetectionSystem.cpp:770
MethodcomputeOverlappingTriangles
Compute all the triangles of the mesh that are overlapping with the AABB in parameter
src/collision/shapes/ConcaveMeshShape.cpp:135
MethodcomputeOverlappingTriangles
Test collision with the triangles of the height field shape. The idea is to use the AABB of the body when need to test and see against which triangles
src/collision/shapes/HeightFieldShape.cpp:60
MethodcomputePolyhedronFaceVsCapsulePenetrationDepth
Compute the penetration depth between the face of a polyhedron and a capsule along the polyhedron face normal direction
src/collision/narrowphase/SAT/SATAlgorithm.cpp:357
MethodcomputePolyhedronFaceVsSpherePenetrationDepth
Compute the penetration depth between a face of the polyhedron and a sphere along the polyhedron face normal direction
src/collision/narrowphase/SAT/SATAlgorithm.cpp:147
MethodcomputePolyhedronVsPolyhedronFaceContactPoints
Compute the contact points between two faces of two convex polyhedra. The method returns true if contact points have been found
src/collision/narrowphase/SAT/SATAlgorithm.cpp:893
MethodcomputePotentialManifoldLargestContactDepth
Return the largest depth of all the contact points of a potential manifold
src/systems/CollisionDetectionSystem.cpp:1461
MethodcomputeScaledFacesNormals
Compute the scaled faces normals
src/collision/shapes/ConvexMeshShape.cpp:50
MethodcomputeScaledVerticesNormals
Compute the scaled faces normals
src/collision/shapes/ConcaveMeshShape.cpp:56
MethodcomputeSkewSymmetricMatrixForCrossProduct
Return a skew-symmetric matrix using a given vector that can be used to compute cross product with another vector using matrix multiplication
include/reactphysics3d/mathematics/Matrix3x3.h:251
MethodcomputeSmoothLocalContactNormalForTriangle
Get a smooth contact normal for collision for a triangle of the mesh This is used to avoid the internal edges issue that occurs when a shape is collid
include/reactphysics3d/collision/shapes/TriangleShape.h:309
MethodcomputeSmoothTriangleMeshContact
This method compute the smooth mesh contact with a triangle in case one of the two collision shapes is a triangle. The idea in this case is to use a s
include/reactphysics3d/collision/shapes/TriangleShape.h:342
MethodcomputeTransform
Compute the new transform matrix
testbed/common/PhysicsObject.cpp:53
MethodcomputeTransformedAABB
Compute the transformed AABB of the collision shape given a transform * @param transform Transform to use for the space conversion * @return aabb The
src/collision/shapes/TriangleShape.cpp:124
MethodcomputeTransformedAABB
Compute the transformed AABB of the collision shape in another space The technique is described in the book Real-Time Collision Detection by Christer
src/collision/shapes/CollisionShape.cpp:54
MethodcomputeVerticesNormals
Compute the vertices normals Compute the vertices normals if they are not provided by the user The vertices normals are computed with weighted average
src/collision/TriangleMesh.cpp:277
MethodcomputeVolume
Compute the volume of the convex mesh We use the divergence theorem to compute the volume of the convex mesh using a sum over its faces.
src/collision/ConvexMesh.cpp:248
MethodcomputeWorldInertiaTensorInverse
Compute the inverse of the inertia tensor in world coordinates.
include/reactphysics3d/body/RigidBody.h:246
Methodcontains
Return true if a point is inside the AABB
include/reactphysics3d/collision/shapes/AABB.h:209
MethodcopyData
Copy the data from the user into the height-field array
src/collision/HeightField.cpp:89
MethodcopyData
Copy the triangles faces
src/collision/TriangleMesh.cpp:91
MethodcopyVertices
Copy the vertices into the mesh
src/collision/ConvexMesh.cpp:77
Methodcreate
Create the texture
testbed/opengl-framework/src/Texture2D.cpp:54
Methodcreate
Create the vertex buffer object
testbed/opengl-framework/src/VertexArrayObject.cpp:42
Methodcreate
Create the vertex buffer object
testbed/opengl-framework/src/VertexBufferObject.cpp:43
Methodcreate
Create the frame buffer object
testbed/opengl-framework/src/FrameBufferObject.cpp:44
MethodcreateAABBForTriangle
Create and return an AABB for a triangle
include/reactphysics3d/collision/shapes/AABB.h:259
MethodcreateBallAndSocketJoint
Create the boxes and joints for the Ball-and-Socket joint example
testbed/scenes/ballandsocketjoint/BallAndSocketJointScene.cpp:102
MethodcreateBallAndSocketJoints
Create the boxes and joints for the Ball-and-Socket joint example
testbed/scenes/joints/JointsScene.cpp:199
MethodcreateContactNormalLineVBOAndVAO
Create the Vertex Buffer Objects used to render the contact normal line
testbed/common/VisualContactPoint.cpp:241
MethodcreateDebugVBO
Create a the VAO and VBOs to render the debug infos
testbed/src/SceneDemo.cpp:393
MethodcreateDefaultLogger
Create and return a new logger * @return A pointer to the created default logger */
src/engine/PhysicsCommon.cpp:776
MethodcreateFixedJoint
Create the fixed joint
testbed/scenes/fixedjoint/FixedJointScene.cpp:101
MethodcreateFixedJoints
Create the boxes and joints for the fixed joints
testbed/scenes/joints/JointsScene.cpp:350
MethodcreateFloor
Create the floor
testbed/scenes/joints/JointsScene.cpp:414
MethodcreateHalfEdgeStructure
Create the half-edge structure of the mesh This method returns true if the mesh is valid or false otherwise
src/collision/ConvexMesh.cpp:117
MethodcreateHingeJoint
Create the hinge joint
testbed/scenes/hingejoint/HingeJointScene.cpp:101
MethodcreateIslands
Compute the islands using potential contacts and joints We compute the islands before creating the actual contacts here because we want all the contac
src/engine/PhysicsWorld.cpp:695
MethodcreateJoints
Create the joints
testbed/scenes/ballandsocketjointschain/BallAndSocketJointsChainScene.cpp:132
MethodcreateJoints
Create the joints
testbed/scenes/bridge/BridgeScene.cpp:58
MethodcreateJoints
Create the joints
testbed/scenes/ballandsocketjointsnet/BallAndSocketJointsNetScene.cpp:135
MethodcreateJoints
Create the joints
testbed/scenes/rope/RopeScene.cpp:60
MethodcreateJoints
Create the joints
testbed/scenes/hingejointschain/HingeJointsChainScene.cpp:134
MethodcreateLines
Create the raycast lines
testbed/scenes/raycast/RaycastScene.cpp:135
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/boxtower/BoxTowerScene.cpp:62
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/ballandsocketjoint/BallAndSocketJointScene.cpp:56
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/bridge/BridgeScene.cpp:102
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/sliderjoint/SliderJointScene.cpp:56
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/cubestack/CubeStackScene.cpp:49
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/fixedjoint/FixedJointScene.cpp:56
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/concavemesh/ConcaveMeshScene.cpp:57
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/joints/JointsScene.cpp:69
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/hingejoint/HingeJointScene.cpp:56
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/pile/PileScene.cpp:55
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/heightfield/HeightFieldScene.cpp:59
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/cubes/CubesScene.cpp:55
MethodcreatePhysicsWorld
Create the physics world
testbed/scenes/hingejointschain/HingeJointsChainScene.cpp:61
MethodcreateProfiler
Create and return a new profiler Note that you need to use a different profiler for each PhysicsWorld.
src/engine/PhysicsCommon.cpp:815
MethodcreateProfilingPanel
testbed/src/Gui.cpp:546
MethodcreatePropellerHingeJoint
Create the boxes and joint for the Hinge joint example
testbed/scenes/joints/JointsScene.cpp:309
MethodcreateQuadVBO
Used for debugging shadow maps
testbed/src/SceneDemo.cpp:370
MethodcreateRagdolls
Create the boxes and joints for the ragdoll
testbed/scenes/ragdoll/RagdollScene.cpp:167
MethodcreateScenes
Create all the scenes
testbed/src/TestbedApplication.cpp:264
MethodcreateSettingsPanel
testbed/src/Gui.cpp:202
MethodcreateShadowMapFBOAndTexture
Create the Shadow map FBO and texture
testbed/src/SceneDemo.cpp:336
MethodcreateSimulationPanel
testbed/src/Gui.cpp:155
MethodcreateSliderJoint
Create the boxes and joint for the Slider joint example
testbed/scenes/sliderjoint/SliderJointScene.cpp:105
MethodcreateSliderJoint
Create the boxes and joint for the Slider joint example
testbed/scenes/joints/JointsScene.cpp:248
MethodcreateSnapshotContacts
Create the actual contact manifolds and contacts points for testCollision() methods
src/systems/CollisionDetectionSystem.cpp:1014
MethodcreateStaticData
Load and initialize the mesh for all the contact points
testbed/common/VisualContactPoint.cpp:60
MethodcreateVBOAndVAO
Create the Vertex Buffer Objects used to render with OpenGL. We create two VBOs (one for vertices and one for indices)
testbed/scenes/raycast/RaycastScene.cpp:330
MethodcreateVBOAndVAO
Create the Vertex Buffer Objects used to render with OpenGL. We create two VBOs (one for vertices and one for indices)
testbed/common/ConcaveMesh.cpp:169
MethodcreateVBOAndVAO
Create the Vertex Buffer Objects used to render with OpenGL. We create two VBOs (one for vertices and one for indices)
testbed/common/Dumbbell.cpp:177
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