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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
computeConvexHull
Compute the convex hull of a set of points and return the resulting convex mesh
src/utils/quickhull/QuickHull.cpp:44
Method
computeConvexVsConcaveMiddlePhase
Compute the concave vs convex middle-phase algorithm for a given pair of bodies
src/systems/CollisionDetectionSystem.cpp:522
Method
computeCorrespondingAngleNearLimits
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
Method
computeCurrentConeHalfAngle
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
Method
computeDistanceBetweenEdges
Compute and return the distance between the two edges in the direction of the candidate separating axis
src/collision/narrowphase/SAT/SATAlgorithm.cpp:1040
Method
computeEdgeVsCapsuleInnerSegmentPenetrationDepth
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
Method
computeEnteringRayGridCoordinates
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
Method
computeEpsilon
Compute the epsilon value for this mesh
src/collision/TriangleMesh.cpp:70
Method
computeFPS
Compute the FPS
testbed/src/TestbedApplication.cpp:565
Method
computeFaceNormal
Compute and return the face normal (not normalized)
src/collision/ConvexMesh.cpp:217
Method
computeFacesNormals
Compute the faces normals
src/collision/ConvexMesh.cpp:185
Method
computeFinalPolygonVertexArray
Compute the final PolygonVertexArray from the convex hull half-edge structure
src/utils/quickhull/QuickHull.cpp:135
Method
computeFrictionVectors
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
Method
computeHeight
Compute the height of the tree
src/collision/broadphase/DynamicAABBTree.cpp:824
Method
computeInitialHull
Compute the initial tetrahedron convex hull
src/utils/quickhull/QuickHull.cpp:893
Method
computeLostContactPairs
Compute the lost contact pairs (contact pairs in contact in the previous frame but not in the current one)
src/systems/CollisionDetectionSystem.cpp:978
Method
computeMapPreviousContactPairs
Compute the map from contact pairs ids to contact pair for the next frame
src/systems/CollisionDetectionSystem.cpp:735
Method
computeMassAndInertiaTensorLocal
Compute the local-space inertia tensor and total mass of the body using its colliders
src/body/RigidBody.cpp:418
Method
computeMiddlePhase
Compute the middle-phase collision detection
src/systems/CollisionDetectionSystem.cpp:346
Method
computeMiddlePhaseCollisionSnapshot
Compute the middle-phase collision detection
src/systems/CollisionDetectionSystem.cpp:462
Method
computeMinMaxGridCoordinates
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
Method
computeMixedFrictionCoefficient
Compute the mixed friction coefficient from the friction coefficient of each collider
include/reactphysics3d/systems/ContactSolverSystem.h:422
Method
computeMixedRestitutionFactor
Compute the collision restitution factor from the restitution factor of each collider
include/reactphysics3d/systems/ContactSolverSystem.h:412
Method
computeNarrowPhase
Compute the narrow-phase collision detection
src/systems/CollisionDetectionSystem.cpp:691
Method
computeNarrowPhaseCollisionSnapshot
Compute the narrow-phase collision detection for the testCollision() methods. This method returns true if contacts are found.
src/systems/CollisionDetectionSystem.cpp:845
Method
computeNarrowPhaseOverlapSnapshot
Compute the narrow-phase collision detection for the testOverlap() methods. This method returns true if contacts are found.
src/systems/CollisionDetectionSystem.cpp:746
Method
computeNormalizedAngle
Given an angle in radian, this method returns the corresponding angle in the range [-pi; pi]
src/systems/SolveHingeJointSystem.cpp:719
Method
computeOverlapSnapshotContactPairs
Process the potential overlapping bodies for the testOverlap() methods
src/systems/CollisionDetectionSystem.cpp:770
Method
computeOverlappingTriangles
Compute all the triangles of the mesh that are overlapping with the AABB in parameter
src/collision/shapes/ConcaveMeshShape.cpp:135
Method
computeOverlappingTriangles
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
Method
computePolyhedronFaceVsCapsulePenetrationDepth
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
Method
computePolyhedronFaceVsSpherePenetrationDepth
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
Method
computePolyhedronVsPolyhedronFaceContactPoints
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
Method
computePotentialManifoldLargestContactDepth
Return the largest depth of all the contact points of a potential manifold
src/systems/CollisionDetectionSystem.cpp:1461
Method
computeScaledFacesNormals
Compute the scaled faces normals
src/collision/shapes/ConvexMeshShape.cpp:50
Method
computeScaledVerticesNormals
Compute the scaled faces normals
src/collision/shapes/ConcaveMeshShape.cpp:56
Method
computeSkewSymmetricMatrixForCrossProduct
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
Method
computeSmoothLocalContactNormalForTriangle
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
Method
computeSmoothTriangleMeshContact
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
Method
computeTransform
Compute the new transform matrix
testbed/common/PhysicsObject.cpp:53
Method
computeTransformedAABB
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
Method
computeTransformedAABB
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
Method
computeVerticesNormals
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
Method
computeVolume
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
Method
computeWorldInertiaTensorInverse
Compute the inverse of the inertia tensor in world coordinates.
include/reactphysics3d/body/RigidBody.h:246
Method
contains
Return true if a point is inside the AABB
include/reactphysics3d/collision/shapes/AABB.h:209
Method
copyData
Copy the data from the user into the height-field array
src/collision/HeightField.cpp:89
Method
copyData
Copy the triangles faces
src/collision/TriangleMesh.cpp:91
Method
copyVertices
Copy the vertices into the mesh
src/collision/ConvexMesh.cpp:77
Method
create
Create the texture
testbed/opengl-framework/src/Texture2D.cpp:54
Method
create
Create the vertex buffer object
testbed/opengl-framework/src/VertexArrayObject.cpp:42
Method
create
Create the vertex buffer object
testbed/opengl-framework/src/VertexBufferObject.cpp:43
Method
create
Create the frame buffer object
testbed/opengl-framework/src/FrameBufferObject.cpp:44
Method
createAABBForTriangle
Create and return an AABB for a triangle
include/reactphysics3d/collision/shapes/AABB.h:259
Method
createBallAndSocketJoint
Create the boxes and joints for the Ball-and-Socket joint example
testbed/scenes/ballandsocketjoint/BallAndSocketJointScene.cpp:102
Method
createBallAndSocketJoints
Create the boxes and joints for the Ball-and-Socket joint example
testbed/scenes/joints/JointsScene.cpp:199
Method
createContactNormalLineVBOAndVAO
Create the Vertex Buffer Objects used to render the contact normal line
testbed/common/VisualContactPoint.cpp:241
Method
createDebugVBO
Create a the VAO and VBOs to render the debug infos
testbed/src/SceneDemo.cpp:393
Method
createDefaultLogger
Create and return a new logger * @return A pointer to the created default logger */
src/engine/PhysicsCommon.cpp:776
Method
createFixedJoint
Create the fixed joint
testbed/scenes/fixedjoint/FixedJointScene.cpp:101
Method
createFixedJoints
Create the boxes and joints for the fixed joints
testbed/scenes/joints/JointsScene.cpp:350
Method
createFloor
Create the floor
testbed/scenes/joints/JointsScene.cpp:414
Method
createHalfEdgeStructure
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
Method
createHingeJoint
Create the hinge joint
testbed/scenes/hingejoint/HingeJointScene.cpp:101
Method
createIslands
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
Method
createJoints
Create the joints
testbed/scenes/ballandsocketjointschain/BallAndSocketJointsChainScene.cpp:132
Method
createJoints
Create the joints
testbed/scenes/bridge/BridgeScene.cpp:58
Method
createJoints
Create the joints
testbed/scenes/ballandsocketjointsnet/BallAndSocketJointsNetScene.cpp:135
Method
createJoints
Create the joints
testbed/scenes/rope/RopeScene.cpp:60
Method
createJoints
Create the joints
testbed/scenes/hingejointschain/HingeJointsChainScene.cpp:134
Method
createLines
Create the raycast lines
testbed/scenes/raycast/RaycastScene.cpp:135
Method
createPhysicsWorld
Create the physics world
testbed/scenes/boxtower/BoxTowerScene.cpp:62
Method
createPhysicsWorld
Create the physics world
testbed/scenes/ballandsocketjoint/BallAndSocketJointScene.cpp:56
Method
createPhysicsWorld
Create the physics world
testbed/scenes/bridge/BridgeScene.cpp:102
Method
createPhysicsWorld
Create the physics world
testbed/scenes/sliderjoint/SliderJointScene.cpp:56
Method
createPhysicsWorld
Create the physics world
testbed/scenes/cubestack/CubeStackScene.cpp:49
Method
createPhysicsWorld
Create the physics world
testbed/scenes/fixedjoint/FixedJointScene.cpp:56
Method
createPhysicsWorld
Create the physics world
testbed/scenes/concavemesh/ConcaveMeshScene.cpp:57
Method
createPhysicsWorld
Create the physics world
testbed/scenes/joints/JointsScene.cpp:69
Method
createPhysicsWorld
Create the physics world
testbed/scenes/hingejoint/HingeJointScene.cpp:56
Method
createPhysicsWorld
Create the physics world
testbed/scenes/pile/PileScene.cpp:55
Method
createPhysicsWorld
Create the physics world
testbed/scenes/heightfield/HeightFieldScene.cpp:59
Method
createPhysicsWorld
Create the physics world
testbed/scenes/cubes/CubesScene.cpp:55
Method
createPhysicsWorld
Create the physics world
testbed/scenes/hingejointschain/HingeJointsChainScene.cpp:61
Method
createProfiler
Create and return a new profiler Note that you need to use a different profiler for each PhysicsWorld.
src/engine/PhysicsCommon.cpp:815
Method
createProfilingPanel
testbed/src/Gui.cpp:546
Method
createPropellerHingeJoint
Create the boxes and joint for the Hinge joint example
testbed/scenes/joints/JointsScene.cpp:309
Method
createQuadVBO
Used for debugging shadow maps
testbed/src/SceneDemo.cpp:370
Method
createRagdolls
Create the boxes and joints for the ragdoll
testbed/scenes/ragdoll/RagdollScene.cpp:167
Method
createScenes
Create all the scenes
testbed/src/TestbedApplication.cpp:264
Method
createSettingsPanel
testbed/src/Gui.cpp:202
Method
createShadowMapFBOAndTexture
Create the Shadow map FBO and texture
testbed/src/SceneDemo.cpp:336
Method
createSimulationPanel
testbed/src/Gui.cpp:155
Method
createSliderJoint
Create the boxes and joint for the Slider joint example
testbed/scenes/sliderjoint/SliderJointScene.cpp:105
Method
createSliderJoint
Create the boxes and joint for the Slider joint example
testbed/scenes/joints/JointsScene.cpp:248
Method
createSnapshotContacts
Create the actual contact manifolds and contacts points for testCollision() methods
src/systems/CollisionDetectionSystem.cpp:1014
Method
createStaticData
Load and initialize the mesh for all the contact points
testbed/common/VisualContactPoint.cpp:60
Method
createVBOAndVAO
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
Method
createVBOAndVAO
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
Method
createVBOAndVAO
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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