| applyAngularImpulse(float ix, float iy, float iz) | eve::physics::Body3D | |
| applyForce(float fx, float fy, float fz) | eve::physics::Body3D | |
| applyForceAt(float fx, float fy, float fz, float x, float y, float z) | eve::physics::Body3D | |
| applyLinearImpulse(float ix, float iy, float iz) | eve::physics::Body3D | |
| applyLinearImpulseAt(float ix, float iy, float iz, float x, float y, float z) | eve::physics::Body3D | |
| applyLocalAngularImpulse(float ix, float iy, float iz) | eve::physics::Body3D | |
| applyLocalForce(float fx, float fy, float fz, float x, float y, float z) | eve::physics::Body3D | |
| applyLocalForceToCenter(float fx, float fy, float fz) | eve::physics::Body3D | |
| applyLocalLinearImpulse(float ix, float iy, float iz, float x, float y, float z) | eve::physics::Body3D | |
| applyLocalLinearImpulseToCenter(float ix, float iy, float iz) | eve::physics::Body3D | |
| applyLocalTorque(float tx, float ty, float tz) | eve::physics::Body3D | |
| applyTorque(float tx, float ty, float tz) | eve::physics::Body3D | |
| Body3D(World3D *world, b3BodyId bodyId, int id, PhysicsBodyHandle runtimeHandle) | eve::physics::Body3D | |
| Body3D(const Body3D &)=delete | eve::physics::Body3D | |
| destroy() | eve::physics::Body3D | |
| getAngularDamping() const | eve::physics::Body3D | |
| getAngularVelocityX() const | eve::physics::Body3D | |
| getAngularVelocityY() const | eve::physics::Body3D | |
| getAngularVelocityZ() const | eve::physics::Body3D | |
| getGravityScale() const | eve::physics::Body3D | |
| getId() const | eve::physics::Body3D | inline |
| getInertiaXX() const | eve::physics::Body3D | |
| getInertiaXY() const | eve::physics::Body3D | |
| getInertiaXZ() const | eve::physics::Body3D | |
| getInertiaYY() const | eve::physics::Body3D | |
| getInertiaYZ() const | eve::physics::Body3D | |
| getInertiaZZ() const | eve::physics::Body3D | |
| getLinearDamping() const | eve::physics::Body3D | |
| getLinearVelocityX() const | eve::physics::Body3D | |
| getLinearVelocityY() const | eve::physics::Body3D | |
| getLinearVelocityZ() const | eve::physics::Body3D | |
| getLocalCenterX() const | eve::physics::Body3D | |
| getLocalCenterY() const | eve::physics::Body3D | |
| getLocalCenterZ() const | eve::physics::Body3D | |
| getLocalPointVelocity(float x, float y, float z) const | eve::physics::Body3D | |
| getLocalPointVelocityOwned(float x, float y, float z) const | eve::physics::Body3D | |
| getMass() const | eve::physics::Body3D | |
| getRotW() const | eve::physics::Body3D | |
| getRotX() const | eve::physics::Body3D | |
| getRotY() const | eve::physics::Body3D | |
| getRotZ() const | eve::physics::Body3D | |
| getSleepThreshold() const | eve::physics::Body3D | |
| getType() const | eve::physics::Body3D | |
| getWorld() | eve::physics::Body3D | inline |
| getWorld() const | eve::physics::Body3D | inline |
| getWorldCenterX() const | eve::physics::Body3D | |
| getWorldCenterY() const | eve::physics::Body3D | |
| getWorldCenterZ() const | eve::physics::Body3D | |
| getWorldPointVelocity(float x, float y, float z) const | eve::physics::Body3D | |
| getX() const | eve::physics::Body3D | |
| getY() const | eve::physics::Body3D | |
| getZ() const | eve::physics::Body3D | |
| invalidate() | eve::physics::Body3D | |
| isActive() const | eve::physics::Body3D | |
| isAngularXLocked() const | eve::physics::Body3D | |
| isAngularYLocked() const | eve::physics::Body3D | |
| isAngularZLocked() const | eve::physics::Body3D | |
| isAwake() const | eve::physics::Body3D | |
| isBullet() const | eve::physics::Body3D | |
| isFixedRotation() const | eve::physics::Body3D | |
| isLinearXLocked() const | eve::physics::Body3D | |
| isLinearYLocked() const | eve::physics::Body3D | |
| isLinearZLocked() const | eve::physics::Body3D | |
| isSleepEnabled() const | eve::physics::Body3D | |
| isValid() const | eve::physics::Body3D | |
| localToWorldPoint(float x, float y, float z) const | eve::physics::Body3D | |
| localToWorldPointOwned(float x, float y, float z) const | eve::physics::Body3D | |
| localToWorldVector(float x, float y, float z) const | eve::physics::Body3D | |
| localToWorldVectorOwned(float x, float y, float z) const | eve::physics::Body3D | |
| newBoxShape(float width, float height, float depth, float density=1.f, float friction=0.2f, float restitution=0.f) | eve::physics::Body3D | |
| newCapsuleShape(float height, float radius, float density=1.f, float friction=0.2f, float restitution=0.f) | eve::physics::Body3D | |
| newConvexHullShape(const std::vector< float > &vertices, int maxVertices=64, float density=1.f, float friction=0.2f, float restitution=0.f) | eve::physics::Body3D | |
| newHeightFieldShape(int countX, int countZ, float cellSizeX, float cellSizeZ, const std::vector< float > &heights, float globalMin, float globalMax, bool clockwiseWinding=false) | eve::physics::Body3D | |
| newSphereShape(float radius, float density=1.f, float friction=0.2f, float restitution=0.f) | eve::physics::Body3D | |
| newTriangleMeshShape(const std::vector< float > &vertices, const std::vector< int32_t > &indices, bool weldVertices=true, float weldTolerance=0.001f, bool identifyEdges=true, bool useMedianSplit=false) | eve::physics::Body3D | |
| operator=(const Body3D &)=delete | eve::physics::Body3D | |
| raw() const | eve::physics::Body3D | inline |
| resetMassProperties() | eve::physics::Body3D | |
| runtimeHandle() const noexcept | eve::physics::Body3D | inline |
| setActive(bool active) | eve::physics::Body3D | |
| setAngularDamping(float damping) | eve::physics::Body3D | |
| setAngularVelocity(float wx, float wy, float wz) | eve::physics::Body3D | |
| setAwake(bool awake) | eve::physics::Body3D | |
| setBullet(bool bullet) | eve::physics::Body3D | |
| setFixedRotation(bool fixed) | eve::physics::Body3D | |
| setGravityScale(float scale) | eve::physics::Body3D | |
| setLinearDamping(float damping) | eve::physics::Body3D | |
| setLinearVelocity(float vx, float vy, float vz) | eve::physics::Body3D | |
| setMassProperties(float mass, float centerX, float centerY, float centerZ, float inertiaXX, float inertiaYY, float inertiaZZ, float inertiaXY=0.f, float inertiaXZ=0.f, float inertiaYZ=0.f) | eve::physics::Body3D | |
| setMotionLocks(bool linearX, bool linearY, bool linearZ, bool angularX, bool angularY, bool angularZ) | eve::physics::Body3D | |
| setPosition(float x, float y, float z) | eve::physics::Body3D | |
| setRotation(float qx, float qy, float qz, float qw) | eve::physics::Body3D | |
| setSleepEnabled(bool enabled) | eve::physics::Body3D | |
| setSleepThreshold(float threshold) | eve::physics::Body3D | |
| setTargetTransform(float x, float y, float z, float qx, float qy, float qz, float qw, float timeStep) | eve::physics::Body3D | |
| setType(const std::string &bodyType) | eve::physics::Body3D | |
| Shape3D | eve::physics::Body3D | friend |
| World3D | eve::physics::Body3D | friend |
| WorldSnapshotAccess | eve::physics::Body3D | friend |
| worldToLocalPoint(float x, float y, float z) const | eve::physics::Body3D | |
| worldToLocalPointOwned(float x, float y, float z) const | eve::physics::Body3D | |
| worldToLocalVector(float x, float y, float z) const | eve::physics::Body3D | |
| ~Body3D() | eve::physics::Body3D | |