Unravel Engine C++ Reference
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unravel::physics_component Member List

This is the complete list of members for unravel::physics_component, including all inherited members.

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 -> boolunravel::physics_component
are_any_properties_dirty() const noexcept -> boolunravel::physics_component
base typedefunravel::component_crtp< physics_component, owned_component >
clear_kinematic_velocities()unravel::physics_component
etounravel::basic_component
get_angular_velocity() const -> const math::vec3 &unravel::physics_component
get_collision_exclude_mask() const -> layer_maskunravel::physics_component
get_collision_include_mask() const -> layer_maskunravel::physics_component
get_collision_mask() const -> layer_maskunravel::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 -> floatunravel::physics_component
get_material() const -> const asset_handle< physics_material > &unravel::physics_component
get_owner() const noexcept -> entt::const_handleunravel::owned_componentinline
get_owner() noexcept -> entt::handleunravel::owned_componentinline
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_tunravel::physics_component
get_velocity() const -> const math::vec3 &unravel::physics_component
in_place_deleteunravel::component_crtp< physics_component, owned_component >static
is_autoscaled() const noexcept -> boolunravel::physics_component
is_dirty(uint8_t id) const noexcept -> boolunravel::physics_component
is_kinematic() const noexcept -> boolunravel::physics_component
is_property_dirty(physics_property prop) const noexcept -> boolunravel::physics_component
is_sensor() const noexcept -> boolunravel::physics_component
is_using_gravity() const noexcept -> boolunravel::physics_component
on_create_component(entt::registry &r, entt::entity e)unravel::physics_componentstatic
on_destroy_component(entt::registry &r, entt::entity e)unravel::physics_componentstatic
operator=(const owned_component &other) -> owned_component &=defaultunravel::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) noexceptunravel::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_componentinline
set_property_dirty(physics_property prop, bool dirty) noexceptunravel::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_componentinline