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eve::physics::Body3D 成员列表

成员的完整列表,这些成员属于 eve::physics::Body3D,包括所有继承而来的类成员

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 &)=deleteeve::physics::Body3D
destroy()eve::physics::Body3D
getAngularDamping() consteve::physics::Body3D
getAngularVelocityX() consteve::physics::Body3D
getAngularVelocityY() consteve::physics::Body3D
getAngularVelocityZ() consteve::physics::Body3D
getGravityScale() consteve::physics::Body3D
getId() consteve::physics::Body3Dinline
getInertiaXX() consteve::physics::Body3D
getInertiaXY() consteve::physics::Body3D
getInertiaXZ() consteve::physics::Body3D
getInertiaYY() consteve::physics::Body3D
getInertiaYZ() consteve::physics::Body3D
getInertiaZZ() consteve::physics::Body3D
getLinearDamping() consteve::physics::Body3D
getLinearVelocityX() consteve::physics::Body3D
getLinearVelocityY() consteve::physics::Body3D
getLinearVelocityZ() consteve::physics::Body3D
getLocalCenterX() consteve::physics::Body3D
getLocalCenterY() consteve::physics::Body3D
getLocalCenterZ() consteve::physics::Body3D
getLocalPointVelocity(float x, float y, float z) consteve::physics::Body3D
getLocalPointVelocityOwned(float x, float y, float z) consteve::physics::Body3D
getMass() consteve::physics::Body3D
getRotW() consteve::physics::Body3D
getRotX() consteve::physics::Body3D
getRotY() consteve::physics::Body3D
getRotZ() consteve::physics::Body3D
getSleepThreshold() consteve::physics::Body3D
getType() consteve::physics::Body3D
getWorld()eve::physics::Body3Dinline
getWorld() consteve::physics::Body3Dinline
getWorldCenterX() consteve::physics::Body3D
getWorldCenterY() consteve::physics::Body3D
getWorldCenterZ() consteve::physics::Body3D
getWorldPointVelocity(float x, float y, float z) consteve::physics::Body3D
getX() consteve::physics::Body3D
getY() consteve::physics::Body3D
getZ() consteve::physics::Body3D
invalidate()eve::physics::Body3D
isActive() consteve::physics::Body3D
isAngularXLocked() consteve::physics::Body3D
isAngularYLocked() consteve::physics::Body3D
isAngularZLocked() consteve::physics::Body3D
isAwake() consteve::physics::Body3D
isBullet() consteve::physics::Body3D
isFixedRotation() consteve::physics::Body3D
isLinearXLocked() consteve::physics::Body3D
isLinearYLocked() consteve::physics::Body3D
isLinearZLocked() consteve::physics::Body3D
isSleepEnabled() consteve::physics::Body3D
isValid() consteve::physics::Body3D
localToWorldPoint(float x, float y, float z) consteve::physics::Body3D
localToWorldPointOwned(float x, float y, float z) consteve::physics::Body3D
localToWorldVector(float x, float y, float z) consteve::physics::Body3D
localToWorldVectorOwned(float x, float y, float z) consteve::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 &)=deleteeve::physics::Body3D
raw() consteve::physics::Body3Dinline
resetMassProperties()eve::physics::Body3D
runtimeHandle() const noexcepteve::physics::Body3Dinline
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
Shape3Deve::physics::Body3Dfriend
World3Deve::physics::Body3Dfriend
WorldSnapshotAccesseve::physics::Body3Dfriend
worldToLocalPoint(float x, float y, float z) consteve::physics::Body3D
worldToLocalPointOwned(float x, float y, float z) consteve::physics::Body3D
worldToLocalVector(float x, float y, float z) consteve::physics::Body3D
~Body3D()eve::physics::Body3D