RavEngine
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physx::Sc::BodySim Member List

This is the complete list of members for physx::Sc::BodySim, including all inherited members.

activate() (defined in physx::Sc::BodySim)physx::Sc::BodySimvirtual
ActivityChangeInfoFlag enum name (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
ActorSim(Scene &, ActorCore &) (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
addSpatialAcceleration(PxPool< SimStateData > *simStateDataPool, const PxVec3 *linAcc, const PxVec3 *angAcc) (defined in physx::Sc::BodySim)physx::Sc::BodySim
addSpatialVelocity(PxPool< SimStateData > *simStateDataPool, const PxVec3 *linVelDelta, const PxVec3 *angVelDelta) (defined in physx::Sc::BodySim)physx::Sc::BodySim
AS_PART_OF_CREATION enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
AS_PART_OF_ISLAND_GEN enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_HAS_CONSTRAINTS enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_HAS_STATIC_TOUCH enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_IS_COMPOUND_RIGID enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_IS_IN_SLEEP_LIST enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_IS_IN_WAKEUP_LIST enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_KINEMATIC_MOVE_FLAGS enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_KINEMATIC_MOVED enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_KINEMATIC_SETTLING enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_KINEMATIC_SETTLING_2 enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_KINEMATIC_SURFACE_VELOCITY enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_ON_DEATHROW enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_SLEEP_NOTIFY enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BF_WAKEUP_NOTIFY enum value (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
BodySim(Scene &, BodyCore &, bool) (defined in physx::Sc::BodySim)physx::Sc::BodySim
calculateKinematicVelocity(PxReal oneOverDt) (defined in physx::Sc::BodySim)physx::Sc::BodySim
checkSimStateKinematicStatus(const bool isKinematic) const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
checkSleepReadinessBesidesWakeCounter() (defined in physx::Sc::BodySim)physx::Sc::BodySim
clearInternalFlag(InternalFlags flag) (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
clearSpatialAcceleration(bool force, bool torque) (defined in physx::Sc::BodySim)physx::Sc::BodySim
clearSpatialVelocity(bool force, bool torque) (defined in physx::Sc::BodySim)physx::Sc::BodySim
createSqBounds() (defined in physx::Sc::BodySim)physx::Sc::BodySim
deactivate() (defined in physx::Sc::BodySim)physx::Sc::BodySimvirtual
deactivateKinematic() (defined in physx::Sc::BodySim)physx::Sc::BodySim
destroySqBounds() (defined in physx::Sc::BodySim)physx::Sc::BodySim
disableCompound() (defined in physx::Sc::BodySim)physx::Sc::BodySim
freezeTransforms(PxBitMapPinned *shapeChangedMap) (defined in physx::Sc::BodySim)physx::Sc::BodySim
getActiveCompoundListIndex() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
getActiveListIndex() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
getActorCore() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
getActorID() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
getActorInteractionCount() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
getActorInteractions() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
getActorType() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
getArticulation() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getBody2Actor() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getBody2World() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getBodyCore() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getConstraintGroup() (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getElements() (defined in physx::Sc::ShapeManager)physx::Sc::ShapeManagerinline
getElements() const (defined in physx::Sc::ShapeManager)physx::Sc::ShapeManagerinline
getFlagsFast() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getInternalFlag() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
getLowLevelBody() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getLowLevelBody() (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getNbElements() const (defined in physx::Sc::ShapeManager)physx::Sc::ShapeManagerinline
getNbShapes() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getNodeIndex() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
getNumCountedInteractions() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminlinevirtual
getPxActor() const (defined in physx::Sc::RigidSim)physx::Sc::RigidSiminlinevirtual
getRigidBodyOffset() (defined in physx::Sc::BodySim)physx::Sc::BodySiminlinestatic
getRigidCore() const (defined in physx::Sc::RigidSim)physx::Sc::RigidSiminline
getScene() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
getSimStateData(bool isKinematic) const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getSimStateData(bool isKinematic) (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
getSimStateData_Unchecked() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
hasForcedKinematicNotif() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
INLINE_INTERACTION_CAPACITY (defined in physx::Sc::ActorSim)physx::Sc::ActorSimprotectedstatic
InternalFlags enum name (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
internalWakeUp(PxReal wakeCounterValue) (defined in physx::Sc::BodySim)physx::Sc::BodySimvirtual
internalWakeUpArticulationLink(PxReal wakeCounterValue) (defined in physx::Sc::BodySim)physx::Sc::BodySim
invalidateSqBounds() (defined in physx::Sc::BodySim)physx::Sc::BodySim
isActive() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
isArticulationLink() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
isDynamicRigid() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
isFEMCloth() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
isFrozen() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
isHairSystem() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
isKinematic() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
isNonRigid() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
isParticleSystem() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
isSoftBody() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
isStaticRigid() const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
mActiveCompoundListIndex (defined in physx::Sc::ActorSim)physx::Sc::ActorSimprotected
mActiveListIndex (defined in physx::Sc::ActorSim)physx::Sc::ActorSimprotected
mCore (defined in physx::Sc::ActorSim)physx::Sc::ActorSimprotected
mId (defined in physx::Sc::ActorSim)physx::Sc::ActorSimprotected
mInlineInteractionMem (defined in physx::Sc::ActorSim)physx::Sc::ActorSimprotected
mInteractions (defined in physx::Sc::ActorSim)physx::Sc::ActorSimprotected
mInternalFlags (defined in physx::Sc::ActorSim)physx::Sc::ActorSimprotected
mNodeIndex (defined in physx::Sc::ActorSim)physx::Sc::ActorSimprotected
mScene (defined in physx::Sc::ActorSim)physx::Sc::ActorSimprotected
mShapes (defined in physx::Sc::ShapeManager)physx::Sc::ShapeManager
notifyNotReadyForSleeping() (defined in physx::Sc::BodySim)physx::Sc::BodySim
notifyReadyForSleeping() (defined in physx::Sc::BodySim)physx::Sc::BodySim
notifyShapesOfTransformChange() (defined in physx::Sc::RigidSim)physx::Sc::RigidSim
notInScene() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
onConstraintAttach() (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
onConstraintDetach() (defined in physx::Sc::BodySim)physx::Sc::BodySim
onElementDetach(ElementSim &element) (defined in physx::Sc::ShapeManager)physx::Sc::ShapeManager
onOriginShift(const PxVec3 &shift, const bool isKinematic) (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
operator delete(void *, void *) (defined in physx::PxUserAllocated)physx::PxUserAllocatedinline
operator delete(void *ptr, Alloc alloc, const char *fileName, int line) (defined in physx::PxUserAllocated)physx::PxUserAllocatedinline
operator delete(void *ptr) (defined in physx::PxUserAllocated)physx::PxUserAllocatedinline
operator delete[](void *ptr, Alloc alloc, const char *fileName, int line) (defined in physx::PxUserAllocated)physx::PxUserAllocatedinline
operator delete[](void *ptr) (defined in physx::PxUserAllocated)physx::PxUserAllocatedinline
operator new(size_t, void *address) (defined in physx::PxUserAllocated)physx::PxUserAllocatedinline
operator new(size_t size, Alloc alloc, const char *fileName, int line) (defined in physx::PxUserAllocated)physx::PxUserAllocatedinline
operator new(size_t size, size_t, Alloc alloc, const char *fileName, int line) (defined in physx::PxUserAllocated)physx::PxUserAllocatedinline
operator new[](size_t size, Alloc alloc, const char *fileName, int line) (defined in physx::PxUserAllocated)physx::PxUserAllocatedinline
operator new[](size_t size, size_t, Alloc alloc, const char *fileName, int line) (defined in physx::PxUserAllocated)physx::PxUserAllocatedinline
postActorFlagChange(PxU32 oldFlags, PxU32 newFlags) (defined in physx::Sc::BodySim)physx::Sc::BodySimvirtual
postBody2WorldChange() (defined in physx::Sc::BodySim)physx::Sc::BodySim
postPosePreviewChange(const PxU32 posePreviewFlag) (defined in physx::Sc::BodySim)physx::Sc::BodySim
postSetWakeCounter(PxReal t, bool forceWakeUp) (defined in physx::Sc::BodySim)physx::Sc::BodySim
putToSleep() (defined in physx::Sc::BodySim)physx::Sc::BodySim
raiseInternalFlag(InternalFlags flag) (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
readInternalFlag(InternalFlags flag) const (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
readVelocityModFlag(VelocityModFlags f) (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
registerCountedInteraction() (defined in physx::Sc::BodySim)physx::Sc::BodySiminlinevirtual
resetSleepFilter() (defined in physx::Sc::BodySim)physx::Sc::BodySim
RigidSim(Scene &, RigidCore &) (defined in physx::Sc::RigidSim)physx::Sc::RigidSim
setActive(bool active, PxU32 infoFlag=0) (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
setActiveCompoundListIndex(PxU32 index) (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
setActiveListIndex(PxU32 index) (defined in physx::Sc::ActorSim)physx::Sc::ActorSiminline
setActorsInteractionsDirty(InteractionDirtyFlag::Enum flag, const ActorSim *other, PxU8 interactionFlag) (defined in physx::Sc::ActorSim)physx::Sc::ActorSim
setArticulation(ArticulationSim *a, PxReal wakeCounter, bool asleep, PxU32 bodyIndex) (defined in physx::Sc::BodySim)physx::Sc::BodySim
setBodyNodeIndex(const PxNodeIndex nodeIndex) (defined in physx::Sc::RigidSim)physx::Sc::RigidSim
setConstraintGroup(ConstraintGroupNode *node) (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
setKinematicTarget(const PxTransform &p) (defined in physx::Sc::BodySim)physx::Sc::BodySim
setSpatialAcceleration(PxPool< SimStateData > *simStateDataPool, const PxVec3 *linAcc, const PxVec3 *angAcc) (defined in physx::Sc::BodySim)physx::Sc::BodySim
ShapeManager() (defined in physx::Sc::ShapeManager)physx::Sc::ShapeManagerinline
switchToDynamic(PxPool< SimStateData > *simStateDataPool) (defined in physx::Sc::BodySim)physx::Sc::BodySim
switchToKinematic(PxPool< SimStateData > *simStateDataPool) (defined in physx::Sc::BodySim)physx::Sc::BodySim
unregisterCountedInteraction() (defined in physx::Sc::BodySim)physx::Sc::BodySiminlinevirtual
updateCached(PxBitMapPinned *shapeChangedMap) (defined in physx::Sc::BodySim)physx::Sc::BodySim
updateCached(PxsTransformCache &transformCache, Bp::BoundsArray &boundsArray) (defined in physx::Sc::BodySim)physx::Sc::BodySim
updateContactDistance(PxReal *contactDistance, const PxReal dt, const Bp::BoundsArray &boundsArray) (defined in physx::Sc::BodySim)physx::Sc::BodySim
updateForces(PxReal dt, PxsRigidBody **updatedBodySims, PxU32 *updatedBodyNodeIndices, PxU32 &index, Cm::SpatialVector *acceleration) (defined in physx::Sc::BodySim)physx::Sc::BodySim
updateKinematicPose() (defined in physx::Sc::BodySim)physx::Sc::BodySim
updateWakeCounter(PxReal dt, PxReal energyThreshold, const Cm::SpatialVector &motionVelocity) (defined in physx::Sc::BodySim)physx::Sc::BodySim
usingSqKinematicTarget() const (defined in physx::Sc::BodySim)physx::Sc::BodySiminline
wakeUp() (defined in physx::Sc::BodySim)physx::Sc::BodySim
~ActorSim() (defined in physx::Sc::ActorSim)physx::Sc::ActorSimvirtual
~BodySim() (defined in physx::Sc::BodySim)physx::Sc::BodySimvirtual
~RigidSim() (defined in physx::Sc::RigidSim)physx::Sc::RigidSimvirtual
~ShapeManager() (defined in physx::Sc::ShapeManager)physx::Sc::ShapeManagerinline