| addComponent(Entity bodyEntity, bool isDisabled, const RigidBodyComponent &component) | reactphysics3d::RigidBodyComponents | |
| addContacPair(Entity bodyEntity, uint32 contactPairIndex) | reactphysics3d::RigidBodyComponents | |
| addJointToBody(Entity bodyEntity, Entity jointEntity) | reactphysics3d::RigidBodyComponents | |
| Components(MemoryAllocator &allocator, size_t componentDataSize, size_t alignmentMarginSize) | reactphysics3d::Components | |
| getAngularDamping(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getAngularLockAxisFactor(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getAngularVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getBodyType(Entity bodyEntity) | reactphysics3d::RigidBodyComponents | |
| getCenterOfMassLocal(Entity bodyEntity) | reactphysics3d::RigidBodyComponents | |
| getCenterOfMassWorld(Entity bodyEntity) | reactphysics3d::RigidBodyComponents | |
| getConstrainedAngularVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getConstrainedLinearVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getConstrainedOrientation(Entity bodyEntity) | reactphysics3d::RigidBodyComponents | |
| getConstrainedPosition(Entity bodyEntity) | reactphysics3d::RigidBodyComponents | |
| getEntityIndex(Entity entity) const | reactphysics3d::Components | |
| getExternalForce(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getExternalTorque(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getInertiaTensorLocalInverse(Entity bodyEntity) | reactphysics3d::RigidBodyComponents | |
| getInertiaTensorWorldInverse(Entity bodyEntity) | reactphysics3d::RigidBodyComponents | |
| getIsAllowedToSleep(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getIsAlreadyInIsland(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getIsEntityDisabled(Entity entity) const | reactphysics3d::Components | |
| getIsGravityEnabled(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getIsSleeping(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getJoints(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getLinearDamping(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getLinearLockAxisFactor(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getLinearVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getLocalInertiaTensor(Entity bodyEntity) | reactphysics3d::RigidBodyComponents | |
| getMass(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getMassInverse(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getNbComponents() const | reactphysics3d::Components | |
| getNbEnabledComponents() const | reactphysics3d::Components | |
| getRigidBody(Entity bodyEntity) | reactphysics3d::RigidBodyComponents | |
| getSleepTime(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getSplitAngularVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| getSplitLinearVelocity(Entity bodyEntity) const | reactphysics3d::RigidBodyComponents | |
| hasComponent(Entity entity) const | reactphysics3d::Components | |
| hasComponentGetIndex(Entity entity, uint32 &entityIndex) const | reactphysics3d::Components | |
| init() | reactphysics3d::Components | |
| removeAllContacPairs(Entity bodyEntity) | reactphysics3d::RigidBodyComponents | |
| removeComponent(Entity entity) | reactphysics3d::Components | |
| removeJointFromBody(Entity bodyEntity, Entity jointEntity) | reactphysics3d::RigidBodyComponents | |
| RigidBodyComponents(MemoryAllocator &allocator) | reactphysics3d::RigidBodyComponents | |
| setAngularDamping(Entity bodyEntity, decimal angularDamping) | reactphysics3d::RigidBodyComponents | |
| setAngularLockAxisFactor(Entity bodyEntity, const Vector3 &rotationTranslationFactor) | reactphysics3d::RigidBodyComponents | |
| setAngularVelocity(Entity bodyEntity, const Vector3 &angularVelocity) | reactphysics3d::RigidBodyComponents | |
| setBodyType(Entity bodyEntity, BodyType bodyType) | reactphysics3d::RigidBodyComponents | |
| setCenterOfMassLocal(Entity bodyEntity, const Vector3 ¢erOfMassLocal) | reactphysics3d::RigidBodyComponents | |
| setCenterOfMassWorld(Entity bodyEntity, const Vector3 ¢erOfMassWorld) | reactphysics3d::RigidBodyComponents | |
| setConstrainedAngularVelocity(Entity bodyEntity, const Vector3 &constrainedAngularVelocity) | reactphysics3d::RigidBodyComponents | |
| setConstrainedLinearVelocity(Entity bodyEntity, const Vector3 &constrainedLinearVelocity) | reactphysics3d::RigidBodyComponents | |
| setConstrainedOrientation(Entity bodyEntity, const Quaternion &constrainedOrientation) | reactphysics3d::RigidBodyComponents | |
| setConstrainedPosition(Entity bodyEntity, const Vector3 &constrainedPosition) | reactphysics3d::RigidBodyComponents | |
| setExternalForce(Entity bodyEntity, const Vector3 &externalForce) | reactphysics3d::RigidBodyComponents | |
| setExternalTorque(Entity bodyEntity, const Vector3 &externalTorque) | reactphysics3d::RigidBodyComponents | |
| setInertiaTensorWorldInverse(Entity bodyEntity, const Matrix3x3 &inertiaTensor) | reactphysics3d::RigidBodyComponents | |
| setInverseInertiaTensorLocal(Entity bodyEntity, const Vector3 &inertiaTensorLocalInverse) | reactphysics3d::RigidBodyComponents | |
| setIsAllowedToSleep(Entity bodyEntity, bool isAllowedToSleep) const | reactphysics3d::RigidBodyComponents | |
| setIsAlreadyInIsland(Entity bodyEntity, bool isAlreadyInIsland) | reactphysics3d::RigidBodyComponents | |
| setIsEntityDisabled(Entity entity, bool isDisabled) | reactphysics3d::Components | |
| setIsGravityEnabled(Entity bodyEntity, bool isGravityEnabled) | reactphysics3d::RigidBodyComponents | |
| setIsSleeping(Entity bodyEntity, bool isSleeping) const | reactphysics3d::RigidBodyComponents | |
| setLinearDamping(Entity bodyEntity, decimal linearDamping) | reactphysics3d::RigidBodyComponents | |
| setLinearLockAxisFactor(Entity bodyEntity, const Vector3 &linearLockAxisFactor) | reactphysics3d::RigidBodyComponents | |
| setLinearVelocity(Entity bodyEntity, const Vector3 &linearVelocity) | reactphysics3d::RigidBodyComponents | |
| setLocalInertiaTensor(Entity bodyEntity, const Vector3 &inertiaTensorLocal) | reactphysics3d::RigidBodyComponents | |
| setMass(Entity bodyEntity, decimal mass) | reactphysics3d::RigidBodyComponents | |
| setMassInverse(Entity bodyEntity, decimal inverseMass) | reactphysics3d::RigidBodyComponents | |
| setSleepTime(Entity bodyEntity, decimal sleepTime) const | reactphysics3d::RigidBodyComponents | |
| setSplitAngularVelocity(Entity bodyEntity, const Vector3 &splitAngularVelocity) | reactphysics3d::RigidBodyComponents | |
| setSplitLinearVelocity(Entity bodyEntity, const Vector3 &splitLinearVelocity) | reactphysics3d::RigidBodyComponents | |
| ~Components() | reactphysics3d::Components | virtual |
| ~RigidBodyComponents() override=default | reactphysics3d::RigidBodyComponents | virtual |