| apply_explosion_force(float explosion_force, const math::vec3 &explosion_position, float explosion_radius, float upwards_modifier=0.0f, force_mode mode=force_mode::force) | unravel::physics_component | |
| apply_force(const math::vec3 &force, force_mode mode=force_mode::force) | unravel::physics_component | |
| apply_torque(const math::vec3 &torque, force_mode mode=force_mode::force) | unravel::physics_component | |
| are_all_properties_dirty() const noexcept -> bool | unravel::physics_component | |
| are_any_properties_dirty() const noexcept -> bool | unravel::physics_component | |
| base typedef | unravel::component_crtp< physics_component, owned_component > | |
| clear_kinematic_velocities() | unravel::physics_component | |
| eto | unravel::basic_component | |
| get_angular_velocity() const -> const math::vec3 & | unravel::physics_component | |
| get_collision_exclude_mask() const -> layer_mask | unravel::physics_component | |
| get_collision_include_mask() const -> layer_mask | unravel::physics_component | |
| get_collision_mask() const -> layer_mask | unravel::physics_component | |
| get_freeze_position() const -> const math::bvec3 & | unravel::physics_component | |
| get_freeze_rotation() const -> const math::bvec3 & | unravel::physics_component | |
| get_mass() const noexcept -> float | unravel::physics_component | |
| get_material() const -> const asset_handle< physics_material > & | unravel::physics_component | |
| get_owner() const noexcept -> entt::const_handle | unravel::owned_component | inline |
| get_owner() noexcept -> entt::handle | unravel::owned_component | inline |
| get_shape_by_index(size_t index) const -> const physics_compound_shape & | unravel::physics_component | |
| get_shapes() const -> const std::vector< physics_compound_shape > & | unravel::physics_component | |
| get_shapes_count() const -> size_t | unravel::physics_component | |
| get_velocity() const -> const math::vec3 & | unravel::physics_component | |
| in_place_delete | unravel::component_crtp< physics_component, owned_component > | static |
| is_autoscaled() const noexcept -> bool | unravel::physics_component | |
| is_dirty(uint8_t id) const noexcept -> bool | unravel::physics_component | |
| is_kinematic() const noexcept -> bool | unravel::physics_component | |
| is_property_dirty(physics_property prop) const noexcept -> bool | unravel::physics_component | |
| is_sensor() const noexcept -> bool | unravel::physics_component | |
| is_using_gravity() const noexcept -> bool | unravel::physics_component | |
| on_create_component(entt::registry &r, entt::entity e) | unravel::physics_component | static |
| on_destroy_component(entt::registry &r, entt::entity e) | unravel::physics_component | static |
| operator=(const owned_component &other) -> owned_component &=default | unravel::owned_component | |
| set_angular_velocity(const math::vec3 &velocity) | unravel::physics_component | |
| set_collision_exclude_mask(layer_mask group) | unravel::physics_component | |
| set_collision_include_mask(layer_mask group) | unravel::physics_component | |
| set_dirty(uint8_t id, bool dirty) noexcept | unravel::physics_component | |
| set_freeze_position(const math::bvec3 &xyz) | unravel::physics_component | |
| set_freeze_rotation(const math::bvec3 &xyz) | unravel::physics_component | |
| set_is_autoscaled(bool autoscaled) | unravel::physics_component | |
| set_is_kinematic(bool kinematic) | unravel::physics_component | |
| set_is_sensor(bool sensor) | unravel::physics_component | |
| set_is_using_gravity(bool use_gravity) | unravel::physics_component | |
| set_mass(float mass) | unravel::physics_component | |
| set_material(const asset_handle< physics_material > &material) | unravel::physics_component | |
| set_owner(entt::handle owner) | unravel::owned_component | inline |
| set_property_dirty(physics_property prop, bool dirty) noexcept | unravel::physics_component | |
| set_shape_by_index(size_t index, const physics_compound_shape &shape) | unravel::physics_component | |
| set_shapes(const std::vector< physics_compound_shape > &shape) | unravel::physics_component | |
| set_velocity(const math::vec3 &velocity) | unravel::physics_component | |
| touch() | unravel::basic_component | inline |