NcEngine
nc::RigidBody Member List

This is the complete list of members for nc::RigidBody, including all inherited members.

AddAngularImpulse(const Vector3 &impulse) (defined in nc::RigidBody)nc::RigidBody
AddConstraint(const ConstraintInfo &createInfo, const RigidBody &otherBody) -> Constraint &nc::RigidBody
AddConstraint(const ConstraintInfo &createInfo) -> Constraint &nc::RigidBody
AddForce(const Vector3 &force) (defined in nc::RigidBody)nc::RigidBody
AddForceAt(const Vector3 &force, const Vector3 &point) (defined in nc::RigidBody)nc::RigidBody
AddImpulse(const Vector3 &impulse) (defined in nc::RigidBody)nc::RigidBody
AddImpulseAt(const Vector3 &impulse, const Vector3 &point) (defined in nc::RigidBody)nc::RigidBody
AddLinearVelocity(const Vector3 &velocity) (defined in nc::RigidBody)nc::RigidBody
AddTorque(const Vector3 &torque) (defined in nc::RigidBody)nc::RigidBody
AddVehicle(VehicleInfo createInfo) -> Vehicle & (defined in nc::RigidBody)nc::RigidBody
AddVelocities(const Vector3 &linearVelocity, const Vector3 &angularVelocity) (defined in nc::RigidBody)nc::RigidBody
DisableSleeping() const -> bool (defined in nc::RigidBody)nc::RigidBodyinline
DisableSleeping(bool value) (defined in nc::RigidBody)nc::RigidBody
GetAngularDamping() const -> float (defined in nc::RigidBody)nc::RigidBodyinline
GetAngularVelocity() const -> Vector3 (defined in nc::RigidBody)nc::RigidBody
GetBodyType() const -> BodyType (defined in nc::RigidBody)nc::RigidBodyinline
GetConstraints() -> std::span< Constraint >nc::RigidBody
GetConstraints() const -> std::span< const Constraint >nc::RigidBody
GetDegreesOfFreedom() const -> DegreeOfFreedom::Type (defined in nc::RigidBody)nc::RigidBodyinline
GetEntity() const -> Entity (defined in nc::RigidBody)nc::RigidBodyinline
GetFriction() const -> float (defined in nc::RigidBody)nc::RigidBodyinline
GetGravityMultiplier() const -> float (defined in nc::RigidBody)nc::RigidBodyinline
GetInfo() const -> const RigidBodyInfo & (defined in nc::RigidBody)nc::RigidBodyinline
GetLinearDamping() const -> float (defined in nc::RigidBody)nc::RigidBodyinline
GetLinearVelocity() const -> Vector3 (defined in nc::RigidBody)nc::RigidBody
GetMass() const -> float (defined in nc::RigidBody)nc::RigidBodyinline
GetRestitution() const -> float (defined in nc::RigidBody)nc::RigidBodyinline
GetShape() const -> const Shape & (defined in nc::RigidBody)nc::RigidBodyinline
GetVehicle() -> Vehicle * (defined in nc::RigidBody)nc::RigidBody
GetVehicle() const -> const Vehicle * (defined in nc::RigidBody)nc::RigidBody
IgnoreTransformScaling() const -> bool (defined in nc::RigidBody)nc::RigidBodyinline
IgnoreTransformScaling(bool value) (defined in nc::RigidBody)nc::RigidBody
IsAwake() const -> bool (defined in nc::RigidBody)nc::RigidBody
IsTrigger() const -> bool (defined in nc::RigidBody)nc::RigidBodyinline
operator=(RigidBody &&other) noexcept (defined in nc::RigidBody)nc::RigidBodyinline
operator=(RigidBody &)=delete (defined in nc::RigidBody)nc::RigidBody
RemoveConstraint(ConstraintId constraintId)nc::RigidBody
RemoveVehicle() (defined in nc::RigidBody)nc::RigidBody
RigidBody(Entity self, const Shape &shape=Shape::MakeBox(), const RigidBodyInfo &info=RigidBodyInfo{}) (defined in nc::RigidBody)nc::RigidBodyinline
RigidBody(RigidBody &&other) noexcept (defined in nc::RigidBody)nc::RigidBodyinline
RigidBody(RigidBody &)=delete (defined in nc::RigidBody)nc::RigidBody
ScalesWithTransform() const -> bool (defined in nc::RigidBody)nc::RigidBodyinline
SetAngularDamping(float damping) (defined in nc::RigidBody)nc::RigidBody
SetAngularVelocity(const Vector3 &velocity) (defined in nc::RigidBody)nc::RigidBody
SetAwakeState(bool wake) (defined in nc::RigidBody)nc::RigidBody
SetBodyType(BodyType type, bool wake=true) (defined in nc::RigidBody)nc::RigidBody
SetDegreesOfFreedom(DegreeOfFreedom::Type dof) (defined in nc::RigidBody)nc::RigidBody
SetFriction(float friction) (defined in nc::RigidBody)nc::RigidBody
SetGravityMultiplier(float factor) (defined in nc::RigidBody)nc::RigidBody
SetLinearDamping(float damping) (defined in nc::RigidBody)nc::RigidBody
SetLinearVelocity(const Vector3 &velocity) (defined in nc::RigidBody)nc::RigidBody
SetMass(float mass) (defined in nc::RigidBody)nc::RigidBody
SetRestitution(float restitution) (defined in nc::RigidBody)nc::RigidBody
SetShape(const Shape &shape, const Vector3 &transformScale, bool wake=true) (defined in nc::RigidBody)nc::RigidBody
SetSimulatedBodyPosition(Transform &transform, const Vector3 &position, bool wake=true)nc::RigidBody
SetSimulatedBodyRotation(Transform &transform, const Quaternion &rotation, bool wake=true)nc::RigidBody
SetSimulatedBodyScale(Transform &transform, const Vector3 &scale, bool wake=true) -> Vector3nc::RigidBody
SetTrigger(bool value) (defined in nc::RigidBody)nc::RigidBody
SetVelocities(const Vector3 &linearVelocity, const Vector3 &angularVelocity) (defined in nc::RigidBody)nc::RigidBody
UseContinuousDetection() const -> bool (defined in nc::RigidBody)nc::RigidBodyinline
UseContinuousDetection(bool value) (defined in nc::RigidBody)nc::RigidBody