Unravel Engine C++ Reference
|
This is the complete list of members for unravel::bullet_backend, including all inherited members.
apply_explosion_force(physics_component &comp, float explosion_force, const math::vec3 &explosion_position, float explosion_radius, float upwards_modifier, force_mode mode) | unravel::bullet_backend | static |
apply_force(physics_component &comp, const math::vec3 &force, force_mode mode) | unravel::bullet_backend | static |
apply_torque(physics_component &comp, const math::vec3 &toruqe, force_mode mode) | unravel::bullet_backend | static |
clear_kinematic_velocities(physics_component &comp) | unravel::bullet_backend | static |
deinit() | unravel::bullet_backend | |
draw_gizmo(rtti::context &ctx, physics_component &comp, const camera &cam, gfx::dd_raii &dd) | unravel::bullet_backend | static |
draw_system_gizmos(rtti::context &ctx, const camera &cam, gfx::dd_raii &dd) | unravel::bullet_backend | static |
init() | unravel::bullet_backend | |
on_create_active_component(entt::registry &r, entt::entity e) | unravel::bullet_backend | static |
on_create_component(entt::registry &r, entt::entity e) | unravel::bullet_backend | static |
on_destroy_active_component(entt::registry &r, entt::entity e) | unravel::bullet_backend | static |
on_destroy_bullet_rigidbody_component(entt::registry &r, entt::entity e) | unravel::bullet_backend | static |
on_destroy_component(entt::registry &r, entt::entity e) | unravel::bullet_backend | static |
on_frame_update(rtti::context &ctx, delta_t dt) | unravel::bullet_backend | |
on_pause(rtti::context &ctx) | unravel::bullet_backend | |
on_play_begin(rtti::context &ctx) | unravel::bullet_backend | |
on_play_end(rtti::context &ctx) | unravel::bullet_backend | |
on_resume(rtti::context &ctx) | unravel::bullet_backend | |
on_skip_next_frame(rtti::context &ctx) | unravel::bullet_backend | |
ray_cast(const math::vec3 &origin, const math::vec3 &direction, float max_distance, int layer_mask, bool query_sensors) -> hpp::optional< raycast_hit > | unravel::bullet_backend | static |
ray_cast_all(const math::vec3 &origin, const math::vec3 &direction, float max_distance, int layer_mask, bool query_sensors) -> physics_vector< raycast_hit > | unravel::bullet_backend | static |
sphere_cast(const math::vec3 &origin, const math::vec3 &direction, float radius, float max_distance, int layer_mask, bool query_sensors) -> hpp::optional< raycast_hit > | unravel::bullet_backend | static |
sphere_cast_all(const math::vec3 &origin, const math::vec3 &direction, float radius, float max_distance, int layer_mask, bool query_sensors) -> physics_vector< raycast_hit > | unravel::bullet_backend | static |
sphere_overlap(const math::vec3 &origin, float radius, int layer_mask, bool query_sensors) -> physics_vector< entt::entity > | unravel::bullet_backend | static |