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

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_backendstatic
apply_force(physics_component &comp, const math::vec3 &force, force_mode mode)unravel::bullet_backendstatic
apply_torque(physics_component &comp, const math::vec3 &toruqe, force_mode mode)unravel::bullet_backendstatic
clear_kinematic_velocities(physics_component &comp)unravel::bullet_backendstatic
deinit()unravel::bullet_backend
draw_gizmo(rtti::context &ctx, physics_component &comp, const camera &cam, gfx::dd_raii &dd)unravel::bullet_backendstatic
draw_system_gizmos(rtti::context &ctx, const camera &cam, gfx::dd_raii &dd)unravel::bullet_backendstatic
init()unravel::bullet_backend
on_create_active_component(entt::registry &r, entt::entity e)unravel::bullet_backendstatic
on_create_component(entt::registry &r, entt::entity e)unravel::bullet_backendstatic
on_destroy_active_component(entt::registry &r, entt::entity e)unravel::bullet_backendstatic
on_destroy_bullet_rigidbody_component(entt::registry &r, entt::entity e)unravel::bullet_backendstatic
on_destroy_component(entt::registry &r, entt::entity e)unravel::bullet_backendstatic
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_backendstatic
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_backendstatic
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_backendstatic
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_backendstatic
sphere_overlap(const math::vec3 &origin, float radius, int layer_mask, bool query_sensors) -> physics_vector< entt::entity >unravel::bullet_backendstatic