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Functions2,534 in github.com/DanielChappuis/reactphysics3d

↓ 2 callersMethodsetImpulseLowerLimit
Set the accumulated impulse for the lower limit constraint
include/reactphysics3d/components/HingeJointComponents.h:694
↓ 2 callersMethodsetImpulseMotor
Set the accumulated impulse for the motor constraint;
include/reactphysics3d/components/HingeJointComponents.h:724
↓ 2 callersMethodsetImpulseUpperLimit
Set the accumulated impulse for the upper limit constraint
include/reactphysics3d/components/HingeJointComponents.h:709
↓ 2 callersMethodsetIsGravityEnabled
Enable/Disable the gravity * @param isGravityEnabled True if you want to enable the gravity in the world * and false otherwis
src/engine/PhysicsWorld.cpp:1027
↓ 2 callersMethodsetIsLimitEnabled
Set to true if the joint limits are enabled
include/reactphysics3d/components/HingeJointComponents.h:794
↓ 2 callersMethodsetIsMotorEnabled
Set to true if the motor of the joint in enabled
include/reactphysics3d/components/HingeJointComponents.h:808
↓ 2 callersMethodsetIsRestingContact
Set the mIsRestingContact variable * @param isRestingContact True if it is a resting contact */
include/reactphysics3d/constraint/ContactPoint.h:201
↓ 2 callersMethodsetIsSplitImpulseActive
Activate or Deactivate the split impulses for contacts
include/reactphysics3d/systems/ContactSolverSystem.h:407
↓ 2 callersMethodsetLocalToWorldTransform
Set the local-to-world transform of a collider
include/reactphysics3d/components/ColliderComponents.h:342
↓ 2 callersMethodsetLowerLimit
Set the Lower limit (minimum allowed rotation angle in radian)
include/reactphysics3d/components/HingeJointComponents.h:822
↓ 2 callersMethodsetMaxAngleLimit
Set the maximum angle limit * @param upperLimit The maximum limit angle of the joint (in radian) */
src/constraint/HingeJoint.cpp:138
↓ 2 callersMethodsetMinAngleLimit
Set the minimum angle limit * @param lowerLimit The minimum limit angle of the joint (in radian) */
src/constraint/HingeJoint.cpp:119
↓ 2 callersMethodsetPenetrationImpulse
Set the cached penetration impulse * @param impulse Penetration impulse */
include/reactphysics3d/constraint/ContactPoint.h:185
↓ 2 callersMethodsetRaycastTestType
Set the raycast test type (front, back, front-back) * @param testType Raycast test type for the triangle (front, back, front-back) */
include/reactphysics3d/collision/shapes/ConcaveShape.h:146
↓ 2 callersMethodsetScale
Set the scale of the shape
src/collision/shapes/ConcaveMeshShape.cpp:47
↓ 2 callersMethodsetSceneRadius
Set the radius of the scene the camera should capture This will update the clipping planes accordingly
testbed/opengl-framework/src/Camera.h:135
↓ 2 callersMethodsetSleepTime
Set the sleep time
include/reactphysics3d/components/RigidBodyComponents.h:448
↓ 2 callersMethodsetUpperLimit
Set the upper limit (maximum translation distance)
include/reactphysics3d/components/HingeJointComponents.h:836
↓ 2 callersMethodsetZoom
Set the zoom of the camera (a fraction between 0 and 1)
testbed/opengl-framework/src/Camera.h:154
↓ 2 callersMethodstop
Stop the timer
testbed/src/Timer.h:134
↓ 2 callersMethodtestCollision
Compute a contact info if the two collision shapes collide. This method implements the Hybrid Technique for computing the penetration depth by running
src/collision/narrowphase/GJK/GJKAlgorithm.cpp:50
↓ 2 callersMethodtestCollisionTriangleAABB
Return true if the AABB of a triangle intersects the AABB
include/reactphysics3d/collision/shapes/AABB.h:195
↓ 2 callersMethodtestOverlappingShapes
Return true if the two broad-phase collision shapes are overlapping
src/systems/BroadPhaseSystem.cpp:55
↓ 2 callersMethodupdate
testbed/src/TestbedApplication.cpp:435
↓ 2 callersMethodupdateCollider
Update the broad-phase state of a single collider
src/systems/BroadPhaseSystem.cpp:117
↓ 2 callersMethodupdateEngineSettings
Update the engine settings
testbed/src/SceneDemo.cpp:698
↓ 2 callersMethod~CollisionShape
Destructor
include/reactphysics3d/collision/shapes/CollisionShape.h:117
↓ 2 callersMethod~HeightField
Destructor
testbed/common/HeightField.cpp:73
↓ 1 callersMethodGetHeight
testbed/common/PerlinNoise.cpp:30
↓ 1 callersMethodadd
Add a value into the set. Returns true if the item has been inserted and false otherwise.
include/reactphysics3d/containers/Set.h:356
↓ 1 callersMethodaddBodyToIsland
include/reactphysics3d/engine/Islands.h:122
↓ 1 callersMethodaddFileDestination
Add a file destination to the profiler
src/utils/Profiler.cpp:238
↓ 1 callersMethodaddIsland
Add an island and return its index
include/reactphysics3d/engine/Islands.h:106
↓ 1 callersMethodaddLastFrameInfoIfNecessary
Add a new last frame collision info if it does not exist for the given shapes already
include/reactphysics3d/engine/OverlappingPairs.h:231
↓ 1 callersMethodaddMovedCollider
Add a collider in the array of colliders that have moved in the last simulation step and that need to be tested again for broad-phase overlapping.
src/systems/BroadPhaseSystem.cpp:194
↓ 1 callersMethodaddNoCollisionPair
Add a pair of bodies that cannot collide with each other
src/systems/CollisionDetectionSystem.cpp:239
↓ 1 callersMethodaddPair
Add an overlapping pair
src/engine/OverlappingPairs.cpp:397
↓ 1 callersMethodaddPoint
Add a new support point of (A-B) into the simplex suppPointA : support point of object A in a direction -v suppPointB : support point of object B in a
src/collision/narrowphase/GJK/VoronoiSimplex.cpp:49
↓ 1 callersMethodallocate
Allocate memory of a given size (in bytes) and return a pointer to the allocated memory.
src/memory/PoolAllocator.cpp:101
↓ 1 callersMethodallocate
Allocate memory of a given type
include/reactphysics3d/memory/MemoryManager.h:105
↓ 1 callersMethodapplyLocalForceAtCenterOfMass
Manually apply an external force (in local-space) to the body at its center of mass. If the body is sleeping, calling this method will wake it up. Not
src/body/RigidBody.cpp:282
↓ 1 callersMethodapplyLocalForceAtLocalPosition
Manually apply an external force (in local-space) to the body at a given point (in local-space). If the point is not at the center of mass of the body
src/body/RigidBody.cpp:151
↓ 1 callersMethodapplyLocalForceAtWorldPosition
Manually apply an external force (in local-space) to the body at a given point (in world-space). If the point is not at the center of mass of the body
src/body/RigidBody.cpp:202
↓ 1 callersMethodapplyWorldForceAtCenterOfMass
Manually apply an external force (in world-space) to the body at its center of mass. If the body is sleeping, calling this method will wake it up. Not
src/body/RigidBody.cpp:298
↓ 1 callersMethodapplyWorldForceAtWorldPosition
Manually apply an external force (in world-space) to the body at a given point (in world-space). If the point is not at the center of mass of the body
src/body/RigidBody.cpp:221
↓ 1 callersMethodapplyWorldTorque
Manually apply an external torque to the body (in world-space). If the body is sleeping, calling this method will wake it up. Note that the force will
src/body/RigidBody.cpp:933
↓ 1 callersFunctionareOrthogonalVectors
Return true if two vectors are orthogonal
include/reactphysics3d/mathematics/mathematics_functions.h:82
↓ 1 callersMethodattachTexture
Attach a texture to the frame buffer object
testbed/opengl-framework/src/FrameBufferObject.cpp:104
↓ 1 callersMethodbackupClosestPointInSimplex
Backup the closest point
src/collision/narrowphase/GJK/VoronoiSimplex.cpp:613
↓ 1 callersMethodcalculateNormals
Compute the normals of the mesh
testbed/opengl-framework/src/Mesh.cpp:56
↓ 1 callersMethodclear
Clear all the islands
include/reactphysics3d/engine/Islands.h:143
↓ 1 callersMethodclearObsoleteLastFrameInfos
Clear the obsolete LastFrameCollisionInfo objects
include/reactphysics3d/engine/OverlappingPairs.h:267
↓ 1 callersMethodcomputeCapsulePolyhedronFaceContactPoints
Compute the two contact points between a polyhedron and a capsule when the separating axis is a face normal of the polyhedron
src/collision/narrowphase/SAT/SATAlgorithm.cpp:381
↓ 1 callersMethodcomputeClosestPoint
Compute the closest point "v" to the origin of the current simplex.
include/reactphysics3d/collision/narrowphase/GJK/VoronoiSimplex.h:193
↓ 1 callersMethodcomputeClosestPointsOfAandB
Compute the closest points "pA" and "pB" of object A and B. The points are computed as follows : pA = sum(lambda_i * a_i) where "a_i" are the suppo
src/collision/narrowphase/GJK/VoronoiSimplex.cpp:153
↓ 1 callersMethodcomputeCollisionDetection
Compute the collision detection
src/systems/CollisionDetectionSystem.cpp:88
↓ 1 callersMethodcomputeCurrentHingeAngle
Compute the current angle around the hinge axis
src/systems/SolveHingeJointSystem.cpp:759
↓ 1 callersMethodcomputeInterpolationFactor
Compute the interpolation factor
testbed/src/Timer.h:159
↓ 1 callersMethodcomputeOverlappingPairs
Compute all the overlapping pairs of collision shapes
src/systems/BroadPhaseSystem.cpp:206
↓ 1 callersMethodcomputeOverlappingTriangles
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/HeightField.cpp:139
↓ 1 callersMethodcomputeSmoothMeshContact
This method implements the technique described in Game Physics Pearl book by Gino van der Bergen and Dirk Gregorius to get smooth triangle mesh collis
src/collision/shapes/TriangleShape.cpp:90
↓ 1 callersMethodcomputeTriangleShapeId
Compute the shape Id for a given triangle
include/reactphysics3d/collision/HeightField.h:257
↓ 1 callersMethodcomputeTriangleShapeId
Compute the shape Id for a given triangle of the mesh
include/reactphysics3d/collision/shapes/ConcaveMeshShape.h:253
↓ 1 callersMethodcreateContacts
Create the actual contact manifolds and contacts points
src/systems/CollisionDetectionSystem.cpp:906
↓ 1 callersMethodcreatePhysicsWorld
Create and return an instance of PhysicsWorld * @param worldSettings The settings of the physics world * @return A pointer to the created physics wor
src/engine/PhysicsCommon.cpp:221
↓ 1 callersMethodcreatePhysicsWorld
Create the physics world
testbed/scenes/ballandsocketjointschain/BallAndSocketJointsChainScene.cpp:58
↓ 1 callersMethodcreatePhysicsWorld
Create the physics world
testbed/scenes/collisionshapes/CollisionShapesScene.cpp:57
↓ 1 callersMethodcreatePhysicsWorld
Create the physics world
testbed/scenes/ragdoll/RagdollScene.cpp:56
↓ 1 callersMethoddestroy
Destroy the mesh
testbed/opengl-framework/src/Mesh.cpp:44
↓ 1 callersMethoddestroyLastFrameCollisionInfos
Destroy all the LastFrameCollisionInfo objects
include/reactphysics3d/engine/OverlappingPairs.h:216
↓ 1 callersMethoddestroyPhysicsWorld
Destroy the physics world
testbed/scenes/ballandsocketjointschain/BallAndSocketJointsChainScene.cpp:112
↓ 1 callersMethoddestroyPhysicsWorld
Destroy the physics world
testbed/scenes/collisionshapes/CollisionShapesScene.cpp:280
↓ 1 callersMethoddestroyPhysicsWorld
Destroy the physics world
testbed/scenes/ragdoll/RagdollScene.cpp:126
↓ 1 callersMethoddisableOverlappingPair
Disable an overlapping pair (because both bodies of the pair are disabled)
src/systems/CollisionDetectionSystem.cpp:170
↓ 1 callersMethoddisablePair
Disable an overlapping pair (because both bodies of the pair are disabled)
src/engine/OverlappingPairs.cpp:270
↓ 1 callersMethoddraw
testbed/src/Gui.cpp:85
↓ 1 callersMethoddrawAll
testbed/src/Gui.cpp:80
↓ 1 callersMethoddrawTearDown
testbed/src/Gui.cpp:93
↓ 1 callersMethodenablePair
Enable an overlapping pair (because at least one body of the pair is awaken or not static anymore)
src/engine/OverlappingPairs.cpp:239
↓ 1 callersMethodenableSleeping
Enable/Disable the sleeping technique. The sleeping technique is used to put bodies that are not moving into sleep to speed up the simulation. * @para
src/engine/PhysicsWorld.cpp:938
↓ 1 callersMethodenableVSync
Enable/Disable Vertical synchronization
testbed/src/TestbedApplication.h:285
↓ 1 callersMethodenterChild
Enter a given child node
src/utils/Profiler.cpp:137
↓ 1 callersMethodenterParent
Enter a given parent node
src/utils/Profiler.cpp:151
↓ 1 callersMethodexitBlockOfCode
Called when we exit the block of code corresponding to this profile node
src/utils/Profiler.cpp:89
↓ 1 callersMethodfindMostAntiParallelFace
Find and return the index of the polyhedron face with the most anti-parallel face normal given a direction vector. This is used to find the incident f
include/reactphysics3d/collision/shapes/ConvexPolyhedronShape.h:105
↓ 1 callersMethodfindSubNode
Return a pointer to a sub node with a given name
src/utils/Profiler.cpp:53
↓ 1 callersMethodfirst
Go to the first node
include/reactphysics3d/utils/Profiler.h:443
↓ 1 callersMethodgetAngularDamping
Return the angular velocity damping factor * @return The angular damping factor of this body (in range [0; +inf]). Zero means no damping. */
src/body/RigidBody.cpp:325
↓ 1 callersMethodgetCapsuleVsCapsuleAlgorithm
Get the Capsule vs Capsule narrow-phase collision detection algorithm
include/reactphysics3d/collision/narrowphase/CollisionDispatch.h:194
↓ 1 callersMethodgetCapsuleVsConvexPolyhedronAlgorithm
Get the Capsule vs Convex Polyhedron narrow-phase collision detection algorithm
include/reactphysics3d/collision/narrowphase/CollisionDispatch.h:204
↓ 1 callersMethodgetCollisionCategoryBits
Return the collision category bits * @return The collision category bits mask of the collider */
src/collision/Collider.cpp:198
↓ 1 callersMethodgetConeLimitHalfAngle
Return the cone angle limit (in radians) from [0; PI] * @return The half-angle (in radians) of the cone-limit */
src/constraint/BallAndSocketJoint.cpp:103
↓ 1 callersMethodgetConjugate
Return the conjugate of the quaternion (RP3D_FORCE_INLINE)
include/reactphysics3d/mathematics/Quaternion.h:278
↓ 1 callersMethodgetConvexPolyhedronVsConvexPolyhedronAlgorithm
Get the Convex Polyhedron vs Convex Polyhedron narrow-phase collision detection algorithm
include/reactphysics3d/collision/narrowphase/CollisionDispatch.h:209
↓ 1 callersMethodgetCurrentName
Return the name of the current node
include/reactphysics3d/utils/Profiler.h:413
↓ 1 callersMethodgetCurrentNbTotalCalls
Return the total number of calls of the current node
include/reactphysics3d/utils/Profiler.h:423
↓ 1 callersMethodgetCurrentParentName
Return the name of the current parent node
include/reactphysics3d/utils/Profiler.h:428
↓ 1 callersMethodgetCurrentParentTotalTime
Return the total time of the current parent node
include/reactphysics3d/utils/Profiler.h:433
↓ 1 callersMethodgetCurrentTotalTime
Return the total time of the current node
include/reactphysics3d/utils/Profiler.h:418
↓ 1 callersMethodgetDynamicAABBTreeNodeDataInt
Return the integer data of leaf node of the dynamic AABB tree
src/collision/TriangleMesh.cpp:340
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