Struct RigidBody¶
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struct RigidBody¶
Public Functions
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RigidBody() = default¶
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inline const fm_vec3_t &position() const¶
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inline const fm_quat_t &rotation() const¶
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inline void setPosition(const fm_vec3_t &pos)¶
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inline void setRotation(const fm_quat_t &rot)¶
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inline const fm_vec3_t &linearVelocity() const¶
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inline const fm_vec3_t &angularVelocity() const¶
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inline float inverseMass() const¶
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inline float timeScale() const¶
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inline void setTimeScale(float newTimeScale)¶
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inline float gravityScale() const¶
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inline void setGravityScale(float newGravityScale)¶
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inline float angularDamping() const¶
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inline void setAngularDamping(float newAngularDamping)¶
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inline bool hasGravity() const¶
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inline void setHasGravity(bool newHasGravity)¶
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inline const fm_vec3_t &previousStepPosition() const¶
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inline const fm_quat_t &previousStepRotation() const¶
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inline const fm_vec3_t &worldCenterOfMass() const¶
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inline uint32_t transformVersion() const¶
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inline float getMass() const¶
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void setMass(float newMass)¶
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inline Constraint getConstraints() const¶
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void setConstraints(Constraint newConstraints)¶
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inline bool hasLinearConstraints() const¶
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inline bool hasAngularConstraints() const¶
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inline bool canApplyAngularResponse() const¶
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inline bool isEnabled() const¶
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inline bool isKinematic() const¶
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inline bool isSleeping() const¶
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inline bool compoundPropertiesDirty() const¶
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inline const fm_vec3_t &getLocalCenterOfMass() const¶
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inline const fm_vec3_t &getLocalCenterOfMassOffset() const¶
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inline void setLocalCenterOfMassOffset(const fm_vec3_t &offset)¶
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inline const fm_vec3_t &getLocalInertiaTensor() const¶
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inline const fm_vec3_t &getDefaultLocalInertiaTensor() const¶
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inline const fm_vec3_t &getCompoundScale() const¶
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inline void markCompoundPropertiesDirty()¶
- void applyCompoundProperties(
- const fm_vec3_t &localCenterOfMass,
- const fm_vec3_t &localInertiaTensor,
- const fm_vec3_t &compoundScale
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inline void setKinematic(bool newIsKinematic)¶
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fm_vec3_t constrainLinearWorld(const fm_vec3_t &worldLinear) const¶
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fm_vec3_t constrainAngularWorld(const fm_vec3_t &worldAngular) const¶
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void applyConstrainedLinearVelocityDelta(const fm_vec3_t &deltaLinearVelocity)¶
- void applyConstrainedImpulseAtContact(
- const fm_vec3_t &impulse,
- const fm_vec3_t &toContact
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float constrainedLinearInvMassAlong(const fm_vec3_t &direction) const¶
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void integrateVelocity(float fixedDt, const fm_vec3_t &gravity)¶
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void integrateAngularVelocity(float fixedDt)¶
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void integratePosition(float fixedDt)¶
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void integrateRotation(float fixedDt)¶
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void accelerate(const fm_vec3_t &accel)¶
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void setVelocity(const fm_vec3_t &vel)¶
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void applyLinearForce(const fm_vec3_t &force)¶
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void applyLinearImpulse(const fm_vec3_t &impulse)¶
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void applyTorque(const fm_vec3_t &torque)¶
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void applyAngularImpulse(const fm_vec3_t &angImpulse)¶
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void setAngularVelocity(const fm_vec3_t &angVel)¶
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void applyForceAtPoint(const fm_vec3_t &force, const fm_vec3_t &worldPoint)¶
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fm_vec3_t getVelocityAtPoint(const fm_vec3_t &worldPoint) const¶
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void updateWorldInertia()¶
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void applyPositionConstraints()¶
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fm_vec3_t toWorldSpace(const fm_vec3_t &localPoint) const¶
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fm_vec3_t toLocalSpace(const fm_vec3_t &worldPoint) const¶
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fm_vec3_t rotateToWorld(const fm_vec3_t &localDir) const¶
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fm_vec3_t rotateToLocal(const fm_vec3_t &worldDir) const¶
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inline void wake()¶
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inline void sleep()¶
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inline fm_vec3_t applyWorldInertia(const fm_vec3_t &in) const¶
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inline fm_vec3_t applyConstrainedWorldInertia(const fm_vec3_t &in) const¶
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inline void resetPushVelocities()¶
Reset split impulse push velocities at the start of each physics step.
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inline const fm_vec3_t &pushLinearVelocity() const¶
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inline const fm_vec3_t &pushAngularVelocity() const¶
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RigidBody() = default¶