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- <a href="#pub-methods">Public Member Functions</a> |
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- <a href="#friends">Friends</a> |
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- <div class="headertitle"><div class="title">Body Class Reference</div></div>
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- <div class="contents">
- <p><code>#include <<a class="el" href="_body_8h_source.html">Body.h</a>></code></p>
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- Inheritance diagram for Body:</div>
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- <table class="memberdecls">
- <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
- Public Member Functions</h2></td></tr>
- <tr class="memitem:acbcb599679bb6a330a7ea3427fe90604" id="r_acbcb599679bb6a330a7ea3427fe90604"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_memory_8h.html#a91074fb218fe28954a0938c099ddd9e0">JPH_OVERRIDE_NEW_DELETE</a> const <a class="el" href="class_body_i_d.html">BodyID</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="#acbcb599679bb6a330a7ea3427fe90604">GetID</a> () const</td></tr>
- <tr class="memdesc:acbcb599679bb6a330a7ea3427fe90604"><td class="mdescLeft"> </td><td class="mdescRight">Get the id of this body. <br /></td></tr>
- <tr class="separator:acbcb599679bb6a330a7ea3427fe90604"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a864a31f176da8e3329f83cb65c23f3d6" id="r_a864a31f176da8e3329f83cb65c23f3d6"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_body_type_8h.html#ab494e27db6c263f9e31556ad388eb666">EBodyType</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a864a31f176da8e3329f83cb65c23f3d6">GetBodyType</a> () const</td></tr>
- <tr class="memdesc:a864a31f176da8e3329f83cb65c23f3d6"><td class="mdescLeft"> </td><td class="mdescRight">Get the type of body (rigid or soft) <br /></td></tr>
- <tr class="separator:a864a31f176da8e3329f83cb65c23f3d6"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a8365154663e94343e1045893ee3b4c16" id="r_a8365154663e94343e1045893ee3b4c16"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8365154663e94343e1045893ee3b4c16">IsRigidBody</a> () const</td></tr>
- <tr class="memdesc:a8365154663e94343e1045893ee3b4c16"><td class="mdescLeft"> </td><td class="mdescRight">Check if this body is a rigid body. <br /></td></tr>
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- <tr class="memitem:a454781f1340576ad7f752b51dd8a179d" id="r_a454781f1340576ad7f752b51dd8a179d"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a454781f1340576ad7f752b51dd8a179d">IsSoftBody</a> () const</td></tr>
- <tr class="memdesc:a454781f1340576ad7f752b51dd8a179d"><td class="mdescLeft"> </td><td class="mdescRight">Check if this body is a soft body. <br /></td></tr>
- <tr class="separator:a454781f1340576ad7f752b51dd8a179d"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:aa3c98e271056d300e6a5a5cf4783e61e" id="r_aa3c98e271056d300e6a5a5cf4783e61e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_core_8h.html#a727ca2a69e72fed5f1cf97b0f283bb52">JPH_TSAN_NO_SANITIZE</a> bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#aa3c98e271056d300e6a5a5cf4783e61e">IsActive</a> () const</td></tr>
- <tr class="memdesc:aa3c98e271056d300e6a5a5cf4783e61e"><td class="mdescLeft"> </td><td class="mdescRight">If this body is currently actively simulating (true) or sleeping (false) <br /></td></tr>
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- <tr class="memitem:a83748a3d5a5b0a5b0242ba91875b8e13" id="r_a83748a3d5a5b0a5b0242ba91875b8e13"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a83748a3d5a5b0a5b0242ba91875b8e13">IsStatic</a> () const</td></tr>
- <tr class="memdesc:a83748a3d5a5b0a5b0242ba91875b8e13"><td class="mdescLeft"> </td><td class="mdescRight">Check if this body is static (not movable) <br /></td></tr>
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- <tr class="memitem:ab49045bc1738e110dea9cbc020528338" id="r_ab49045bc1738e110dea9cbc020528338"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#ab49045bc1738e110dea9cbc020528338">IsKinematic</a> () const</td></tr>
- <tr class="memdesc:ab49045bc1738e110dea9cbc020528338"><td class="mdescLeft"> </td><td class="mdescRight">Check if this body is kinematic (keyframed), which means that it will move according to its current velocity, but forces don't affect it. <br /></td></tr>
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- <tr class="memitem:a1b21c30907c8c9ce30c176a054057bef" id="r_a1b21c30907c8c9ce30c176a054057bef"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a1b21c30907c8c9ce30c176a054057bef">IsDynamic</a> () const</td></tr>
- <tr class="memdesc:a1b21c30907c8c9ce30c176a054057bef"><td class="mdescLeft"> </td><td class="mdescRight">Check if this body is dynamic, which means that it moves and forces can act on it. <br /></td></tr>
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- <tr class="memitem:a97addaa630b716fbc5b21ba19fdcf6ec" id="r_a97addaa630b716fbc5b21ba19fdcf6ec"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a97addaa630b716fbc5b21ba19fdcf6ec">CanBeKinematicOrDynamic</a> () const</td></tr>
- <tr class="memdesc:a97addaa630b716fbc5b21ba19fdcf6ec"><td class="mdescLeft"> </td><td class="mdescRight">Check if a body could be made kinematic or dynamic (if it was created dynamic or with mAllowDynamicOrKinematic set to true) <br /></td></tr>
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- <tr class="memitem:a5d8e1f66eed163868a633cdb93859f77" id="r_a5d8e1f66eed163868a633cdb93859f77"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5d8e1f66eed163868a633cdb93859f77">SetIsSensor</a> (bool inIsSensor)</td></tr>
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- <tr class="memitem:a251e1c9d8c9c7e40ddabc73420ac9ab1" id="r_a251e1c9d8c9c7e40ddabc73420ac9ab1"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a251e1c9d8c9c7e40ddabc73420ac9ab1">IsSensor</a> () const</td></tr>
- <tr class="memdesc:a251e1c9d8c9c7e40ddabc73420ac9ab1"><td class="mdescLeft"> </td><td class="mdescRight">Check if this body is a sensor. <br /></td></tr>
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- <tr class="memitem:adefe521957195c57e06a905431160d10" id="r_adefe521957195c57e06a905431160d10"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#adefe521957195c57e06a905431160d10">SetCollideKinematicVsNonDynamic</a> (bool inCollide)</td></tr>
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- <tr class="memitem:a8bb48012c114b300a9bfdd296cfe0546" id="r_a8bb48012c114b300a9bfdd296cfe0546"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8bb48012c114b300a9bfdd296cfe0546">GetCollideKinematicVsNonDynamic</a> () const</td></tr>
- <tr class="memdesc:a8bb48012c114b300a9bfdd296cfe0546"><td class="mdescLeft"> </td><td class="mdescRight">Check if kinematic objects can generate contact points against other kinematic or static objects. <br /></td></tr>
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- <tr class="memitem:a8c24ff0c08f1a31fc57d01420f9cae8b" id="r_a8c24ff0c08f1a31fc57d01420f9cae8b"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8c24ff0c08f1a31fc57d01420f9cae8b">SetUseManifoldReduction</a> (bool inUseReduction)</td></tr>
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- <tr class="memitem:ae2732111d3d846bfceb19459fa2ee963" id="r_ae2732111d3d846bfceb19459fa2ee963"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#ae2732111d3d846bfceb19459fa2ee963">GetUseManifoldReduction</a> () const</td></tr>
- <tr class="memdesc:ae2732111d3d846bfceb19459fa2ee963"><td class="mdescLeft"> </td><td class="mdescRight">Check if this body can use manifold reduction. <br /></td></tr>
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- <tr class="memitem:a602ae16f05ab73cd5cae80c2fd9b4a0d" id="r_a602ae16f05ab73cd5cae80c2fd9b4a0d"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a602ae16f05ab73cd5cae80c2fd9b4a0d">GetUseManifoldReductionWithBody</a> (const <a class="el" href="class_body.html">Body</a> &inBody2) const</td></tr>
- <tr class="memdesc:a602ae16f05ab73cd5cae80c2fd9b4a0d"><td class="mdescLeft"> </td><td class="mdescRight">Checks if the combination of this body and inBody2 should use manifold reduction. <br /></td></tr>
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- <tr class="memitem:acb02850d1a8baecc879d224f47e9ab70" id="r_acb02850d1a8baecc879d224f47e9ab70"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#acb02850d1a8baecc879d224f47e9ab70">SetApplyGyroscopicForce</a> (bool inApply)</td></tr>
- <tr class="memdesc:acb02850d1a8baecc879d224f47e9ab70"><td class="mdescLeft"> </td><td class="mdescRight">Set to indicate that the gyroscopic force should be applied to this body (aka Dzhanibekov effect, see <a href="https://en.wikipedia.org/wiki/Tennis_racket_theorem">https://en.wikipedia.org/wiki/Tennis_racket_theorem</a>) <br /></td></tr>
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- <tr class="memitem:af7a0aaf1d49d9be5ffb7d6f195d3c74a" id="r_af7a0aaf1d49d9be5ffb7d6f195d3c74a"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#af7a0aaf1d49d9be5ffb7d6f195d3c74a">GetApplyGyroscopicForce</a> () const</td></tr>
- <tr class="memdesc:af7a0aaf1d49d9be5ffb7d6f195d3c74a"><td class="mdescLeft"> </td><td class="mdescRight">Check if the gyroscopic force is being applied for this body. <br /></td></tr>
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- <tr class="memitem:a87c94617c51d1d35e49b64b0a29d18a4" id="r_a87c94617c51d1d35e49b64b0a29d18a4"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a87c94617c51d1d35e49b64b0a29d18a4">SetEnhancedInternalEdgeRemoval</a> (bool inApply)</td></tr>
- <tr class="memdesc:a87c94617c51d1d35e49b64b0a29d18a4"><td class="mdescLeft"> </td><td class="mdescRight">Set to indicate that extra effort should be made to try to remove ghost contacts (collisions with internal edges of a mesh). This is more expensive but makes bodies move smoother over a mesh with convex edges. <br /></td></tr>
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- <tr class="memitem:aa32a2192fa7e0ad595c63113e367d606" id="r_aa32a2192fa7e0ad595c63113e367d606"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#aa32a2192fa7e0ad595c63113e367d606">GetEnhancedInternalEdgeRemoval</a> () const</td></tr>
- <tr class="memdesc:aa32a2192fa7e0ad595c63113e367d606"><td class="mdescLeft"> </td><td class="mdescRight">Check if enhanced internal edge removal is turned on. <br /></td></tr>
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- <tr class="memitem:a264f4c99047d880e0ec05ba558f64ee9" id="r_a264f4c99047d880e0ec05ba558f64ee9"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a264f4c99047d880e0ec05ba558f64ee9">GetEnhancedInternalEdgeRemovalWithBody</a> (const <a class="el" href="class_body.html">Body</a> &inBody2) const</td></tr>
- <tr class="memdesc:a264f4c99047d880e0ec05ba558f64ee9"><td class="mdescLeft"> </td><td class="mdescRight">Checks if the combination of this body and inBody2 should use enhanced internal edge removal. <br /></td></tr>
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- <tr class="memitem:a146a4745ed28c3d9b06abe02ee3d3490" id="r_a146a4745ed28c3d9b06abe02ee3d3490"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_motion_type_8h.html#a328245ddbb758681fad3c44c9d488fd8">EMotionType</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a146a4745ed28c3d9b06abe02ee3d3490">GetMotionType</a> () const</td></tr>
- <tr class="memdesc:a146a4745ed28c3d9b06abe02ee3d3490"><td class="mdescLeft"> </td><td class="mdescRight">Get the bodies motion type. <br /></td></tr>
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- <tr class="memitem:ab5bda1ea540be9e8383b974c21d5771a" id="r_ab5bda1ea540be9e8383b974c21d5771a"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#ab5bda1ea540be9e8383b974c21d5771a">SetMotionType</a> (<a class="el" href="_motion_type_8h.html#a328245ddbb758681fad3c44c9d488fd8">EMotionType</a> inMotionType)</td></tr>
- <tr class="memdesc:ab5bda1ea540be9e8383b974c21d5771a"><td class="mdescLeft"> </td><td class="mdescRight">Set the motion type of this body. Consider using <a class="el" href="class_body_interface.html#a18efc1ae5268eabc115fe7ba7ed170b9">BodyInterface::SetMotionType</a> instead of this function if the body may be active or if it needs to be activated. <br /></td></tr>
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- <tr class="memitem:a4b9b625f789caa55cc9a3c7663644011" id="r_a4b9b625f789caa55cc9a3c7663644011"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_broad_phase_layer.html">BroadPhaseLayer</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a4b9b625f789caa55cc9a3c7663644011">GetBroadPhaseLayer</a> () const</td></tr>
- <tr class="memdesc:a4b9b625f789caa55cc9a3c7663644011"><td class="mdescLeft"> </td><td class="mdescRight">Get broadphase layer, this determines in which broad phase sub-tree the object is placed. <br /></td></tr>
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- <tr class="memitem:a652dca18d0969696d5a4a589c30eddc2" id="r_a652dca18d0969696d5a4a589c30eddc2"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_object_layer_8h.html#a960eb396e2803ddad87bf25e0dcb4470">ObjectLayer</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a652dca18d0969696d5a4a589c30eddc2">GetObjectLayer</a> () const</td></tr>
- <tr class="memdesc:a652dca18d0969696d5a4a589c30eddc2"><td class="mdescLeft"> </td><td class="mdescRight">Get object layer, this determines which other objects it collides with. <br /></td></tr>
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- <tr class="memitem:a5865492b92c7c2e321c6916e80f5b7cb" id="r_a5865492b92c7c2e321c6916e80f5b7cb"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="class_collision_group.html">CollisionGroup</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5865492b92c7c2e321c6916e80f5b7cb">GetCollisionGroup</a> () const</td></tr>
- <tr class="memdesc:a5865492b92c7c2e321c6916e80f5b7cb"><td class="mdescLeft"> </td><td class="mdescRight">Collision group and sub-group ID, determines which other objects it collides with. <br /></td></tr>
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- <tr class="memitem:aca55936886e8c9d4dc072efa6e7baa47" id="r_aca55936886e8c9d4dc072efa6e7baa47"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_collision_group.html">CollisionGroup</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="#aca55936886e8c9d4dc072efa6e7baa47">GetCollisionGroup</a> ()</td></tr>
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- <tr class="memitem:a16ebf80baa257da06fdf4996a8b22476" id="r_a16ebf80baa257da06fdf4996a8b22476"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a16ebf80baa257da06fdf4996a8b22476">SetCollisionGroup</a> (const <a class="el" href="class_collision_group.html">CollisionGroup</a> &inGroup)</td></tr>
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- <tr class="memitem:a1de301b3077fe2ae6339b910573ef3c6" id="r_a1de301b3077fe2ae6339b910573ef3c6"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a1de301b3077fe2ae6339b910573ef3c6">GetAllowSleeping</a> () const</td></tr>
- <tr class="memdesc:a1de301b3077fe2ae6339b910573ef3c6"><td class="mdescLeft"> </td><td class="mdescRight">If this body can go to sleep. Note that disabling sleeping on a sleeping object will not wake it up. <br /></td></tr>
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- <tr class="memitem:a4fcb04dbca94ff4cf4b48289f26c26b4" id="r_a4fcb04dbca94ff4cf4b48289f26c26b4"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a4fcb04dbca94ff4cf4b48289f26c26b4">SetAllowSleeping</a> (bool inAllow)</td></tr>
- <tr class="separator:a4fcb04dbca94ff4cf4b48289f26c26b4"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a95efc4cbe40bfab41c74b2add880fa04" id="r_a95efc4cbe40bfab41c74b2add880fa04"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a95efc4cbe40bfab41c74b2add880fa04">ResetSleepTimer</a> ()</td></tr>
- <tr class="memdesc:a95efc4cbe40bfab41c74b2add880fa04"><td class="mdescLeft"> </td><td class="mdescRight">Resets the sleep timer. This does not wake up the body if it is sleeping, but allows resetting the system that detects when a body is sleeping. <br /></td></tr>
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- <tr class="memitem:abb35a0778672e9f3622d8cfa93b428b3" id="r_abb35a0778672e9f3622d8cfa93b428b3"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="#abb35a0778672e9f3622d8cfa93b428b3">GetFriction</a> () const</td></tr>
- <tr class="memdesc:abb35a0778672e9f3622d8cfa93b428b3"><td class="mdescLeft"> </td><td class="mdescRight">Friction (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals force that presses the two bodies together). Note that bodies can have negative friction but the combined friction (see <a class="el" href="class_physics_system.html#ae1cc3e726b7e186f642c7da5f6c6a2c2">PhysicsSystem::SetCombineFriction</a>) should never go below zero. <br /></td></tr>
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- <tr class="memitem:af3576faa64307d6d9318a7c0dad47d21" id="r_af3576faa64307d6d9318a7c0dad47d21"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#af3576faa64307d6d9318a7c0dad47d21">SetFriction</a> (float inFriction)</td></tr>
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- <tr class="memitem:a5657cc63a5fd9ee1e4a8408ac51affcc" id="r_a5657cc63a5fd9ee1e4a8408ac51affcc"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5657cc63a5fd9ee1e4a8408ac51affcc">GetRestitution</a> () const</td></tr>
- <tr class="memdesc:a5657cc63a5fd9ee1e4a8408ac51affcc"><td class="mdescLeft"> </td><td class="mdescRight">Restitution (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision response, 1 = completely elastic collision response). Note that bodies can have negative restitution but the combined restitution (see <a class="el" href="class_physics_system.html#a1bf5312ff70cb942e4899eb0766d5ebe">PhysicsSystem::SetCombineRestitution</a>) should never go below zero. <br /></td></tr>
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- <tr class="memitem:a6589465cd947d75f90b3975e6bdfd96e" id="r_a6589465cd947d75f90b3975e6bdfd96e"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a6589465cd947d75f90b3975e6bdfd96e">SetRestitution</a> (float inRestitution)</td></tr>
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- <tr class="memitem:a6451197a038f1d99b4b92beae4656842" id="r_a6451197a038f1d99b4b92beae4656842"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a6451197a038f1d99b4b92beae4656842">GetLinearVelocity</a> () const</td></tr>
- <tr class="memdesc:a6451197a038f1d99b4b92beae4656842"><td class="mdescLeft"> </td><td class="mdescRight">Get world space linear velocity of the center of mass (unit: m/s) <br /></td></tr>
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- <tr class="memitem:a603b71ad2f5dbb76fd80fa9dff8be7f9" id="r_a603b71ad2f5dbb76fd80fa9dff8be7f9"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a603b71ad2f5dbb76fd80fa9dff8be7f9">SetLinearVelocity</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inLinearVelocity)</td></tr>
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- <tr class="memitem:a5e1e46dac04eaf5fbaed87d6d781480d" id="r_a5e1e46dac04eaf5fbaed87d6d781480d"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5e1e46dac04eaf5fbaed87d6d781480d">SetLinearVelocityClamped</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inLinearVelocity)</td></tr>
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- <tr class="memitem:adb1bb49db094ac2ef7c4951d07ba8417" id="r_adb1bb49db094ac2ef7c4951d07ba8417"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#adb1bb49db094ac2ef7c4951d07ba8417">GetAngularVelocity</a> () const</td></tr>
- <tr class="memdesc:adb1bb49db094ac2ef7c4951d07ba8417"><td class="mdescLeft"> </td><td class="mdescRight">Get world space angular velocity of the center of mass (unit: rad/s) <br /></td></tr>
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- <tr class="memitem:a15d802457f106f2255a6401ea0aaee9f" id="r_a15d802457f106f2255a6401ea0aaee9f"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a15d802457f106f2255a6401ea0aaee9f">SetAngularVelocity</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inAngularVelocity)</td></tr>
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- <tr class="memitem:a9033b203f8511c35dca0dfc8ca1c25ca" id="r_a9033b203f8511c35dca0dfc8ca1c25ca"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a9033b203f8511c35dca0dfc8ca1c25ca">SetAngularVelocityClamped</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inAngularVelocity)</td></tr>
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- <tr class="memitem:a19540cae81c6338eb7023bb9c923b0d4" id="r_a19540cae81c6338eb7023bb9c923b0d4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a19540cae81c6338eb7023bb9c923b0d4">GetPointVelocityCOM</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inPointRelativeToCOM) const</td></tr>
- <tr class="memdesc:a19540cae81c6338eb7023bb9c923b0d4"><td class="mdescLeft"> </td><td class="mdescRight">Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (unit: m/s) <br /></td></tr>
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- <tr class="memitem:a04705ba7fe0c4cfac8bda79a43421beb" id="r_a04705ba7fe0c4cfac8bda79a43421beb"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a04705ba7fe0c4cfac8bda79a43421beb">GetPointVelocity</a> (<a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a> inPoint) const</td></tr>
- <tr class="memdesc:a04705ba7fe0c4cfac8bda79a43421beb"><td class="mdescLeft"> </td><td class="mdescRight">Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body (unit: m/s) <br /></td></tr>
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- <tr class="memitem:add8352d484a2805f114400159151185b" id="r_add8352d484a2805f114400159151185b"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#add8352d484a2805f114400159151185b">AddForce</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inForce)</td></tr>
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- <tr class="memitem:a330c986c992c3fdc142194e870e3b8d3" id="r_a330c986c992c3fdc142194e870e3b8d3"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a330c986c992c3fdc142194e870e3b8d3">AddForce</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inForce, <a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a> inPosition)</td></tr>
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- <tr class="memitem:aec30d437f934327d261e8ebdc23a2c8c" id="r_aec30d437f934327d261e8ebdc23a2c8c"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#aec30d437f934327d261e8ebdc23a2c8c">AddTorque</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inTorque)</td></tr>
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- <tr class="memitem:ad6c366c23710a8f103f6504cfccccc93" id="r_ad6c366c23710a8f103f6504cfccccc93"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#ad6c366c23710a8f103f6504cfccccc93">GetAccumulatedForce</a> () const</td></tr>
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- <tr class="memitem:a9294deeff168fbb210f24f25e063fb38" id="r_a9294deeff168fbb210f24f25e063fb38"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a9294deeff168fbb210f24f25e063fb38">GetAccumulatedTorque</a> () const</td></tr>
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- <tr class="memitem:a91ec38c6d564c65d7dde56f315a8eb31" id="r_a91ec38c6d564c65d7dde56f315a8eb31"><td class="memItemLeft" align="right" valign="top">JPH_INLINE void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a91ec38c6d564c65d7dde56f315a8eb31">ResetForce</a> ()</td></tr>
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- <tr class="memitem:ab3872c4fdcf4046aac2565bbe14061e8" id="r_ab3872c4fdcf4046aac2565bbe14061e8"><td class="memItemLeft" align="right" valign="top">JPH_INLINE void </td><td class="memItemRight" valign="bottom"><a class="el" href="#ab3872c4fdcf4046aac2565bbe14061e8">ResetTorque</a> ()</td></tr>
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- <tr class="memitem:ae5800f2a270af3dcf7b53c009b67ef95" id="r_ae5800f2a270af3dcf7b53c009b67ef95"><td class="memItemLeft" align="right" valign="top">JPH_INLINE void </td><td class="memItemRight" valign="bottom"><a class="el" href="#ae5800f2a270af3dcf7b53c009b67ef95">ResetMotion</a> ()</td></tr>
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- <tr class="memitem:a731f2a92e9e215ff87efc831999e0e6e" id="r_a731f2a92e9e215ff87efc831999e0e6e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_mat44.html">Mat44</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a731f2a92e9e215ff87efc831999e0e6e">GetInverseInertia</a> () const</td></tr>
- <tr class="memdesc:a731f2a92e9e215ff87efc831999e0e6e"><td class="mdescLeft"> </td><td class="mdescRight">Get inverse inertia tensor in world space. <br /></td></tr>
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- <tr class="memitem:af4e42e6ae915ca4fcaee1c988eeba0f7" id="r_af4e42e6ae915ca4fcaee1c988eeba0f7"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#af4e42e6ae915ca4fcaee1c988eeba0f7">AddImpulse</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inImpulse)</td></tr>
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- <tr class="memitem:aca6076501cd66dedd2618166fdf1750a" id="r_aca6076501cd66dedd2618166fdf1750a"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#aca6076501cd66dedd2618166fdf1750a">AddImpulse</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inImpulse, <a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a> inPosition)</td></tr>
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- <tr class="memitem:aa797042eec783ed27333f529b66221a3" id="r_aa797042eec783ed27333f529b66221a3"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#aa797042eec783ed27333f529b66221a3">AddAngularImpulse</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inAngularImpulse)</td></tr>
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- <tr class="memitem:a015be9d70225c08eb10d01753415febd" id="r_a015be9d70225c08eb10d01753415febd"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a015be9d70225c08eb10d01753415febd">MoveKinematic</a> (<a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a> inTargetPosition, <a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a> inTargetRotation, float inDeltaTime)</td></tr>
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- <tr class="memitem:a6f626cfeebe957b45503d752a5052f75" id="r_a6f626cfeebe957b45503d752a5052f75"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a6f626cfeebe957b45503d752a5052f75">GetSubmergedVolume</a> (<a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a> inSurfacePosition, <a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inSurfaceNormal, float &outTotalVolume, float &outSubmergedVolume, <a class="el" href="class_vec3.html">Vec3</a> &outRelativeCenterOfBuoyancy) const</td></tr>
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- <tr class="memitem:a7797f43ac6078b682b4c9cb6c7b9b18e" id="r_a7797f43ac6078b682b4c9cb6c7b9b18e"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a7797f43ac6078b682b4c9cb6c7b9b18e">ApplyBuoyancyImpulse</a> (<a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a> inSurfacePosition, <a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, <a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inFluidVelocity, <a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inGravity, float inDeltaTime)</td></tr>
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- <tr class="memitem:a4ef68b2682b2eec71e98bf64fc15c230" id="r_a4ef68b2682b2eec71e98bf64fc15c230"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a4ef68b2682b2eec71e98bf64fc15c230">ApplyBuoyancyImpulse</a> (float inTotalVolume, float inSubmergedVolume, <a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inRelativeCenterOfBuoyancy, float inBuoyancy, float inLinearDrag, float inAngularDrag, <a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inFluidVelocity, <a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inGravity, float inDeltaTime)</td></tr>
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- <tr class="memitem:a0d17f6ccde9ed070cdead2585ee87446" id="r_a0d17f6ccde9ed070cdead2585ee87446"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a0d17f6ccde9ed070cdead2585ee87446">IsInBroadPhase</a> () const</td></tr>
- <tr class="memdesc:a0d17f6ccde9ed070cdead2585ee87446"><td class="mdescLeft"> </td><td class="mdescRight">Check if this body has been added to the physics system. <br /></td></tr>
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- <tr class="memitem:a6e13ebc7a47c0170acc0c976f7724ea8" id="r_a6e13ebc7a47c0170acc0c976f7724ea8"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a6e13ebc7a47c0170acc0c976f7724ea8">IsCollisionCacheInvalid</a> () const</td></tr>
- <tr class="memdesc:a6e13ebc7a47c0170acc0c976f7724ea8"><td class="mdescLeft"> </td><td class="mdescRight">Check if this body has been changed in such a way that the collision cache should be considered invalid for any body interacting with this body. <br /></td></tr>
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- <tr class="memitem:a45950d9b3f8f28aafa13a81374912bf1" id="r_a45950d9b3f8f28aafa13a81374912bf1"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="class_shape.html">Shape</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="#a45950d9b3f8f28aafa13a81374912bf1">GetShape</a> () const</td></tr>
- <tr class="memdesc:a45950d9b3f8f28aafa13a81374912bf1"><td class="mdescLeft"> </td><td class="mdescRight">Get the shape of this body. <br /></td></tr>
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- <tr class="memitem:adce53bad2dc9f79804d6a01d435c06e0" id="r_adce53bad2dc9f79804d6a01d435c06e0"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_real_8h.html#ae088dda635fb0ba1c96ea179d384ca40">RVec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#adce53bad2dc9f79804d6a01d435c06e0">GetPosition</a> () const</td></tr>
- <tr class="memdesc:adce53bad2dc9f79804d6a01d435c06e0"><td class="mdescLeft"> </td><td class="mdescRight">World space position of the body. <br /></td></tr>
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- <tr class="memitem:aaee24bfb5e32e756f50113b9d1f45a2c" id="r_aaee24bfb5e32e756f50113b9d1f45a2c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_quat.html">Quat</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#aaee24bfb5e32e756f50113b9d1f45a2c">GetRotation</a> () const</td></tr>
- <tr class="memdesc:aaee24bfb5e32e756f50113b9d1f45a2c"><td class="mdescLeft"> </td><td class="mdescRight">World space rotation of the body. <br /></td></tr>
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- <tr class="memitem:a4bab5d07f84d5a9d38119a1923298b5c" id="r_a4bab5d07f84d5a9d38119a1923298b5c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_real_8h.html#ab2b99ab2c9bab2170e4744e9fb519625">RMat44</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a4bab5d07f84d5a9d38119a1923298b5c">GetWorldTransform</a> () const</td></tr>
- <tr class="memdesc:a4bab5d07f84d5a9d38119a1923298b5c"><td class="mdescLeft"> </td><td class="mdescRight">Calculates the transform of this body. <br /></td></tr>
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- <tr class="memitem:a10bf9dd2b7c39a93568e8eb3ada8da2a" id="r_a10bf9dd2b7c39a93568e8eb3ada8da2a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_real_8h.html#ae088dda635fb0ba1c96ea179d384ca40">RVec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a10bf9dd2b7c39a93568e8eb3ada8da2a">GetCenterOfMassPosition</a> () const</td></tr>
- <tr class="memdesc:a10bf9dd2b7c39a93568e8eb3ada8da2a"><td class="mdescLeft"> </td><td class="mdescRight">Gets the world space position of this body's center of mass. <br /></td></tr>
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- <tr class="memitem:a9431bfa66a018714074fe149c7a65ac5" id="r_a9431bfa66a018714074fe149c7a65ac5"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_real_8h.html#ab2b99ab2c9bab2170e4744e9fb519625">RMat44</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a9431bfa66a018714074fe149c7a65ac5">GetCenterOfMassTransform</a> () const</td></tr>
- <tr class="memdesc:a9431bfa66a018714074fe149c7a65ac5"><td class="mdescLeft"> </td><td class="mdescRight">Calculates the transform for this body's center of mass. <br /></td></tr>
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- <tr class="memitem:a9c317394889f2064a20693935036eeb3" id="r_a9c317394889f2064a20693935036eeb3"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_real_8h.html#ab2b99ab2c9bab2170e4744e9fb519625">RMat44</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a9c317394889f2064a20693935036eeb3">GetInverseCenterOfMassTransform</a> () const</td></tr>
- <tr class="memdesc:a9c317394889f2064a20693935036eeb3"><td class="mdescLeft"> </td><td class="mdescRight">Calculates the inverse of the transform for this body's center of mass. <br /></td></tr>
- <tr class="separator:a9c317394889f2064a20693935036eeb3"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a2be34f0150bb5f520f21330ee6b7cb41" id="r_a2be34f0150bb5f520f21330ee6b7cb41"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="class_a_a_box.html">AABox</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="#a2be34f0150bb5f520f21330ee6b7cb41">GetWorldSpaceBounds</a> () const</td></tr>
- <tr class="memdesc:a2be34f0150bb5f520f21330ee6b7cb41"><td class="mdescLeft"> </td><td class="mdescRight">Get world space bounding box. <br /></td></tr>
- <tr class="separator:a2be34f0150bb5f520f21330ee6b7cb41"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a0d39987255227c4221fcea66cb1fc041" id="r_a0d39987255227c4221fcea66cb1fc041"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="class_motion_properties.html">MotionProperties</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="#a0d39987255227c4221fcea66cb1fc041">GetMotionProperties</a> () const</td></tr>
- <tr class="memdesc:a0d39987255227c4221fcea66cb1fc041"><td class="mdescLeft"> </td><td class="mdescRight">Access to the motion properties. <br /></td></tr>
- <tr class="separator:a0d39987255227c4221fcea66cb1fc041"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:aa9e634771e2ed719757a71cb9751b353" id="r_aa9e634771e2ed719757a71cb9751b353"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_motion_properties.html">MotionProperties</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="#aa9e634771e2ed719757a71cb9751b353">GetMotionProperties</a> ()</td></tr>
- <tr class="separator:aa9e634771e2ed719757a71cb9751b353"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:abe012219037c12313c7ef1116ee74865" id="r_abe012219037c12313c7ef1116ee74865"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="class_motion_properties.html">MotionProperties</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="#abe012219037c12313c7ef1116ee74865">GetMotionPropertiesUnchecked</a> () const</td></tr>
- <tr class="memdesc:abe012219037c12313c7ef1116ee74865"><td class="mdescLeft"> </td><td class="mdescRight">Access to the motion properties (version that does not check if the object is kinematic or dynamic) <br /></td></tr>
- <tr class="separator:abe012219037c12313c7ef1116ee74865"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:ad0cc27e6920daa31fc9e42a7824d2d02" id="r_ad0cc27e6920daa31fc9e42a7824d2d02"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_motion_properties.html">MotionProperties</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="#ad0cc27e6920daa31fc9e42a7824d2d02">GetMotionPropertiesUnchecked</a> ()</td></tr>
- <tr class="separator:ad0cc27e6920daa31fc9e42a7824d2d02"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a48b9455aae90fe4d73302389f6c7d9b5" id="r_a48b9455aae90fe4d73302389f6c7d9b5"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_core_8h.html#a60e8696a4678cd348e991a1f172e53f7">uint64</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a48b9455aae90fe4d73302389f6c7d9b5">GetUserData</a> () const</td></tr>
- <tr class="memdesc:a48b9455aae90fe4d73302389f6c7d9b5"><td class="mdescLeft"> </td><td class="mdescRight">Access to the user data, can be used for anything by the application. <br /></td></tr>
- <tr class="separator:a48b9455aae90fe4d73302389f6c7d9b5"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a3fff2f601caed12dd89c6d7fcb04dad6" id="r_a3fff2f601caed12dd89c6d7fcb04dad6"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a3fff2f601caed12dd89c6d7fcb04dad6">SetUserData</a> (<a class="el" href="_core_8h.html#a60e8696a4678cd348e991a1f172e53f7">uint64</a> inUserData)</td></tr>
- <tr class="separator:a3fff2f601caed12dd89c6d7fcb04dad6"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a12422310c7aa9ec72e2376d08fbee6b5" id="r_a12422310c7aa9ec72e2376d08fbee6b5"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a12422310c7aa9ec72e2376d08fbee6b5">GetWorldSpaceSurfaceNormal</a> (const <a class="el" href="class_sub_shape_i_d.html">SubShapeID</a> &inSubShapeID, <a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a> inPosition) const</td></tr>
- <tr class="memdesc:a12422310c7aa9ec72e2376d08fbee6b5"><td class="mdescLeft"> </td><td class="mdescRight">Get surface normal of a particular sub shape and its world space surface position on this body. <br /></td></tr>
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- <tr class="memitem:ab29a0e2490187a1e08d21c4e9235f2a3" id="r_ab29a0e2490187a1e08d21c4e9235f2a3"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_transformed_shape.html">TransformedShape</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#ab29a0e2490187a1e08d21c4e9235f2a3">GetTransformedShape</a> () const</td></tr>
- <tr class="memdesc:ab29a0e2490187a1e08d21c4e9235f2a3"><td class="mdescLeft"> </td><td class="mdescRight">Get the transformed shape of this body, which can be used to do collision detection outside of a body lock. <br /></td></tr>
- <tr class="separator:ab29a0e2490187a1e08d21c4e9235f2a3"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:aad1ce1d84e95cab008fb239465b3496f" id="r_aad1ce1d84e95cab008fb239465b3496f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_body_creation_settings.html">BodyCreationSettings</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#aad1ce1d84e95cab008fb239465b3496f">GetBodyCreationSettings</a> () const</td></tr>
- <tr class="memdesc:aad1ce1d84e95cab008fb239465b3496f"><td class="mdescLeft"> </td><td class="mdescRight">Debug function to convert a body back to a body creation settings object to be able to save/recreate the body later. <br /></td></tr>
- <tr class="separator:aad1ce1d84e95cab008fb239465b3496f"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a61a0607212ae03156e55dbfdabceb886" id="r_a61a0607212ae03156e55dbfdabceb886"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_soft_body_creation_settings.html">SoftBodyCreationSettings</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a61a0607212ae03156e55dbfdabceb886">GetSoftBodyCreationSettings</a> () const</td></tr>
- <tr class="memdesc:a61a0607212ae03156e55dbfdabceb886"><td class="mdescLeft"> </td><td class="mdescRight">Debug function to convert a soft body back to a soft body creation settings object to be able to save/recreate the body later. <br /></td></tr>
- <tr class="separator:a61a0607212ae03156e55dbfdabceb886"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="inherit_header pub_methods_class_non_copyable"><td colspan="2" onclick="javascript:dynsection.toggleInherit('pub_methods_class_non_copyable')"><img src="closed.png" alt="-"/> Public Member Functions inherited from <a class="el" href="class_non_copyable.html">NonCopyable</a></td></tr>
- <tr class="memitem:a809b6e4ade7ae32f6d248f2a3b783d45 inherit pub_methods_class_non_copyable" id="r_a809b6e4ade7ae32f6d248f2a3b783d45"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_non_copyable.html#a809b6e4ade7ae32f6d248f2a3b783d45">NonCopyable</a> ()=default</td></tr>
- <tr class="separator:a809b6e4ade7ae32f6d248f2a3b783d45 inherit pub_methods_class_non_copyable"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a501d34ffcc34b30de6d541887a901057 inherit pub_methods_class_non_copyable" id="r_a501d34ffcc34b30de6d541887a901057"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_non_copyable.html#a501d34ffcc34b30de6d541887a901057">NonCopyable</a> (const <a class="el" href="class_non_copyable.html">NonCopyable</a> &)=delete</td></tr>
- <tr class="separator:a501d34ffcc34b30de6d541887a901057 inherit pub_methods_class_non_copyable"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:aaf9b12dcaae80c9d304df7a941d4e21f inherit pub_methods_class_non_copyable" id="r_aaf9b12dcaae80c9d304df7a941d4e21f"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_non_copyable.html#aaf9b12dcaae80c9d304df7a941d4e21f">operator=</a> (const <a class="el" href="class_non_copyable.html">NonCopyable</a> &)=delete</td></tr>
- <tr class="separator:aaf9b12dcaae80c9d304df7a941d4e21f inherit pub_methods_class_non_copyable"><td class="memSeparator" colspan="2"> </td></tr>
- </table><table class="memberdecls">
- <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-static-attribs" name="pub-static-attribs"></a>
- Static Public Attributes</h2></td></tr>
- <tr class="memitem:a8dd9a53f984efe2ced2f73ee084f636a" id="r_a8dd9a53f984efe2ced2f73ee084f636a"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_body.html">Body</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8dd9a53f984efe2ced2f73ee084f636a">sFixedToWorld</a></td></tr>
- <tr class="memdesc:a8dd9a53f984efe2ced2f73ee084f636a"><td class="mdescLeft"> </td><td class="mdescRight">A dummy body that can be used by constraints to attach a constraint to the world instead of another body. <br /></td></tr>
- <tr class="separator:a8dd9a53f984efe2ced2f73ee084f636a"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a636e301ffa9150e9df74895863394ee4" id="r_a636e301ffa9150e9df74895863394ee4"><td class="memItemLeft" align="right" valign="top">static constexpr <a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a636e301ffa9150e9df74895863394ee4">cInactiveIndex</a> = MotionProperties::cInactiveIndex</td></tr>
- <tr class="memdesc:a636e301ffa9150e9df74895863394ee4"><td class="mdescLeft"> </td><td class="mdescRight">Constant indicating that body is not active. <br /></td></tr>
- <tr class="separator:a636e301ffa9150e9df74895863394ee4"><td class="memSeparator" colspan="2"> </td></tr>
- </table><table class="memberdecls">
- <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="friends" name="friends"></a>
- Friends</h2></td></tr>
- <tr class="memitem:a58dc89a83d8c4dc28bd5f6e8c0ed35c8" id="r_a58dc89a83d8c4dc28bd5f6e8c0ed35c8"><td class="memItemLeft" align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="#a58dc89a83d8c4dc28bd5f6e8c0ed35c8">BodyManager</a></td></tr>
- <tr class="separator:a58dc89a83d8c4dc28bd5f6e8c0ed35c8"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a9e3350c41c89f980a2198b359ba62857" id="r_a9e3350c41c89f980a2198b359ba62857"><td class="memItemLeft" align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="#a9e3350c41c89f980a2198b359ba62857">BodyWithMotionProperties</a></td></tr>
- <tr class="separator:a9e3350c41c89f980a2198b359ba62857"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:adce65bfd20d74b92a90a53883a218dee" id="r_adce65bfd20d74b92a90a53883a218dee"><td class="memItemLeft" align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="#adce65bfd20d74b92a90a53883a218dee">SoftBodyWithMotionPropertiesAndShape</a></td></tr>
- <tr class="separator:adce65bfd20d74b92a90a53883a218dee"><td class="memSeparator" colspan="2"> </td></tr>
- </table><table class="memberdecls">
- <tr class="heading"><td colspan="2"><h2 class="groupheader">THESE FUNCTIONS ARE FOR INTERNAL USE ONLY AND SHOULD NOT BE CALLED BY THE APPLICATION</h2></td></tr>
- <tr class="memitem:af98f831df76bd7e54eeb92d79fa3c8cd" id="r_af98f831df76bd7e54eeb92d79fa3c8cd"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#af98f831df76bd7e54eeb92d79fa3c8cd">AddPositionStep</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inLinearVelocityTimesDeltaTime)</td></tr>
- <tr class="memdesc:af98f831df76bd7e54eeb92d79fa3c8cd"><td class="mdescLeft"> </td><td class="mdescRight">Update position using an Euler step (used during position integrate & constraint solving) <br /></td></tr>
- <tr class="separator:af98f831df76bd7e54eeb92d79fa3c8cd"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a3c0a6198eb89412439dfcaef56eadade" id="r_a3c0a6198eb89412439dfcaef56eadade"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a3c0a6198eb89412439dfcaef56eadade">SubPositionStep</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inLinearVelocityTimesDeltaTime)</td></tr>
- <tr class="separator:a3c0a6198eb89412439dfcaef56eadade"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a3385650a73d75c7d9c16d13ea2d5519f" id="r_a3385650a73d75c7d9c16d13ea2d5519f"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a3385650a73d75c7d9c16d13ea2d5519f">AddRotationStep</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inAngularVelocityTimesDeltaTime)</td></tr>
- <tr class="memdesc:a3385650a73d75c7d9c16d13ea2d5519f"><td class="mdescLeft"> </td><td class="mdescRight">Update rotation using an Euler step (used during position integrate & constraint solving) <br /></td></tr>
- <tr class="separator:a3385650a73d75c7d9c16d13ea2d5519f"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:ab0df53d82e3a8356fac91d178b30c369" id="r_ab0df53d82e3a8356fac91d178b30c369"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#ab0df53d82e3a8356fac91d178b30c369">SubRotationStep</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inAngularVelocityTimesDeltaTime)</td></tr>
- <tr class="separator:ab0df53d82e3a8356fac91d178b30c369"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:aa600fe2037b7ded7a84a8bf479213ebc" id="r_aa600fe2037b7ded7a84a8bf479213ebc"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#aa600fe2037b7ded7a84a8bf479213ebc">SetInBroadPhaseInternal</a> (bool inInBroadPhase)</td></tr>
- <tr class="memdesc:aa600fe2037b7ded7a84a8bf479213ebc"><td class="mdescLeft"> </td><td class="mdescRight">Flag if body is in the broadphase (should only be called by the <a class="el" href="class_broad_phase.html" title="Used to do coarse collision detection operations to quickly prune out bodies that will not collide.">BroadPhase</a>) <br /></td></tr>
- <tr class="separator:aa600fe2037b7ded7a84a8bf479213ebc"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a469ea05f3200587491082a0f11f54fc6" id="r_a469ea05f3200587491082a0f11f54fc6"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a469ea05f3200587491082a0f11f54fc6">InvalidateContactCacheInternal</a> ()</td></tr>
- <tr class="memdesc:a469ea05f3200587491082a0f11f54fc6"><td class="mdescLeft"> </td><td class="mdescRight">Invalidate the contact cache (should only be called by the <a class="el" href="class_body_manager.html">BodyManager</a>), will be reset the next simulation step. Returns true if the contact cache was still valid. <br /></td></tr>
- <tr class="separator:a469ea05f3200587491082a0f11f54fc6"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:aed0987087ec4b3c3571c6a6a339361ad" id="r_aed0987087ec4b3c3571c6a6a339361ad"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#aed0987087ec4b3c3571c6a6a339361ad">ValidateContactCacheInternal</a> ()</td></tr>
- <tr class="memdesc:aed0987087ec4b3c3571c6a6a339361ad"><td class="mdescLeft"> </td><td class="mdescRight">Reset the collision cache invalid flag (should only be called by the <a class="el" href="class_body_manager.html">BodyManager</a>). <br /></td></tr>
- <tr class="separator:aed0987087ec4b3c3571c6a6a339361ad"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a1aace226a07f37492739bf10fd16a720" id="r_a1aace226a07f37492739bf10fd16a720"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a1aace226a07f37492739bf10fd16a720">CalculateWorldSpaceBoundsInternal</a> ()</td></tr>
- <tr class="memdesc:a1aace226a07f37492739bf10fd16a720"><td class="mdescLeft"> </td><td class="mdescRight">Updates world space bounding box (should only be called by the <a class="el" href="class_physics_system.html">PhysicsSystem</a>) <br /></td></tr>
- <tr class="separator:a1aace226a07f37492739bf10fd16a720"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a1f42d6ce3b4ce87fce69561a4d2a4442" id="r_a1f42d6ce3b4ce87fce69561a4d2a4442"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a1f42d6ce3b4ce87fce69561a4d2a4442">SetPositionAndRotationInternal</a> (<a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a> inPosition, <a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a> inRotation, bool inResetSleepTimer=true)</td></tr>
- <tr class="memdesc:a1f42d6ce3b4ce87fce69561a4d2a4442"><td class="mdescLeft"> </td><td class="mdescRight">Function to update body's position (should only be called by the <a class="el" href="class_body_interface.html">BodyInterface</a> since it also requires updating the broadphase) <br /></td></tr>
- <tr class="separator:a1f42d6ce3b4ce87fce69561a4d2a4442"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a0c81be8ceb81f10124d14a45b670ea9a" id="r_a0c81be8ceb81f10124d14a45b670ea9a"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a0c81be8ceb81f10124d14a45b670ea9a">UpdateCenterOfMassInternal</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inPreviousCenterOfMass, bool inUpdateMassProperties)</td></tr>
- <tr class="separator:a0c81be8ceb81f10124d14a45b670ea9a"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a63941e4493131921269e74ba993a6ccb" id="r_a63941e4493131921269e74ba993a6ccb"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a63941e4493131921269e74ba993a6ccb">SetShapeInternal</a> (const <a class="el" href="class_shape.html">Shape</a> *inShape, bool inUpdateMassProperties)</td></tr>
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- <tr class="memitem:a5ffba4cea6db6696fff3db87999bdf42" id="r_a5ffba4cea6db6696fff3db87999bdf42"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_core_8h.html#a727ca2a69e72fed5f1cf97b0f283bb52">JPH_TSAN_NO_SANITIZE</a> <a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5ffba4cea6db6696fff3db87999bdf42">GetIndexInActiveBodiesInternal</a> () const</td></tr>
- <tr class="memdesc:a5ffba4cea6db6696fff3db87999bdf42"><td class="mdescLeft"> </td><td class="mdescRight">Access to the index in the BodyManager::mActiveBodies list. <br /></td></tr>
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- <tr class="memitem:a047680ce755ba6d66aa078b317bb037f" id="r_a047680ce755ba6d66aa078b317bb037f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_motion_properties_8h.html#a97f69c4b07965ef22ebe08465e1c3db0">ECanSleep</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a047680ce755ba6d66aa078b317bb037f">UpdateSleepStateInternal</a> (float inDeltaTime, float inMaxMovement, float inTimeBeforeSleep)</td></tr>
- <tr class="memdesc:a047680ce755ba6d66aa078b317bb037f"><td class="mdescLeft"> </td><td class="mdescRight">Update eligibility for sleeping. <br /></td></tr>
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- <tr class="memitem:a64202a0bd7babbef34094157036bda8c" id="r_a64202a0bd7babbef34094157036bda8c"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a64202a0bd7babbef34094157036bda8c">SaveState</a> (<a class="el" href="class_state_recorder.html">StateRecorder</a> &inStream) const</td></tr>
- <tr class="memdesc:a64202a0bd7babbef34094157036bda8c"><td class="mdescLeft"> </td><td class="mdescRight">Saving state for replay. <br /></td></tr>
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- <tr class="memitem:a5b4cf0e59625d5607d1317e8ad2de290" id="r_a5b4cf0e59625d5607d1317e8ad2de290"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5b4cf0e59625d5607d1317e8ad2de290">RestoreState</a> (<a class="el" href="class_state_recorder.html">StateRecorder</a> &inStream)</td></tr>
- <tr class="memdesc:a5b4cf0e59625d5607d1317e8ad2de290"><td class="mdescLeft"> </td><td class="mdescRight">Restoring state for replay. <br /></td></tr>
- <tr class="separator:a5b4cf0e59625d5607d1317e8ad2de290"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a68c64581b2698ec41f1bbb50913bb48d" id="r_a68c64581b2698ec41f1bbb50913bb48d"><td class="memItemLeft" align="right" valign="top">static bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#a68c64581b2698ec41f1bbb50913bb48d">sFindCollidingPairsCanCollide</a> (const <a class="el" href="class_body.html">Body</a> &inBody1, const <a class="el" href="class_body.html">Body</a> &inBody2)</td></tr>
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- </table>
- <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
- <div class="textblock"><p>A rigid body that can be simulated using the physics system</p>
- <p>Note that internally all properties (position, velocity etc.) are tracked relative to the center of mass of the object to simplify the simulation of the object.</p>
- <p>The offset between the position of the body and the center of mass position of the body is <a class="el" href="#a45950d9b3f8f28aafa13a81374912bf1" title="Get the shape of this body.">GetShape()</a>->GetCenterOfMass(). The functions that get/set the position of the body all indicate if they are relative to the center of mass or to the original position in which the shape was created.</p>
- <p>The linear velocity is also velocity of the center of mass, to correct for this: \(VelocityCOM = Velocity - AngularVelocity \times ShapeCOM\). </p>
- </div><h2 class="groupheader">Member Function Documentation</h2>
- <a id="aa797042eec783ed27333f529b66221a3" name="aa797042eec783ed27333f529b66221a3"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#aa797042eec783ed27333f529b66221a3">◆ </a></span>AddAngularImpulse()</h2>
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- <td class="memname">void Body::AddAngularImpulse </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inAngularImpulse</em></span></td><td>)</td>
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- <p>Add angular impulse in world space (unit: N m s). If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#a6d26f5967fd267e154b014a3c3af9c2e">BodyInterface::AddAngularImpulse</a> instead. </p>
- </div>
- </div>
- <a id="add8352d484a2805f114400159151185b" name="add8352d484a2805f114400159151185b"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#add8352d484a2805f114400159151185b">◆ </a></span>AddForce() <span class="overload">[1/2]</span></h2>
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- <td class="memname">void Body::AddForce </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inForce</em></span></td><td>)</td>
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- <p>Add force (unit: N) at center of mass for the next time step, will be reset after the next call to <a class="el" href="class_physics_system.html#a4cdc76b2486dfaecfc9319d040e5e5f3">PhysicsSystem::Update</a>. If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#a9ecde691e54928413bc001db60830488">BodyInterface::AddForce</a> instead. </p>
- </div>
- </div>
- <a id="a330c986c992c3fdc142194e870e3b8d3" name="a330c986c992c3fdc142194e870e3b8d3"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a330c986c992c3fdc142194e870e3b8d3">◆ </a></span>AddForce() <span class="overload">[2/2]</span></h2>
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- <td class="memname">void Body::AddForce </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inForce</em></span>, </td>
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- <td class="paramkey"></td>
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- <td class="paramtype"><a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inPosition</em></span> )</td>
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- <p>Add force (unit: N) at world space position inPosition for the next time step, will be reset after the next call to <a class="el" href="class_physics_system.html#a4cdc76b2486dfaecfc9319d040e5e5f3">PhysicsSystem::Update</a>. If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#a9ecde691e54928413bc001db60830488">BodyInterface::AddForce</a> instead. </p>
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- <a id="af4e42e6ae915ca4fcaee1c988eeba0f7" name="af4e42e6ae915ca4fcaee1c988eeba0f7"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#af4e42e6ae915ca4fcaee1c988eeba0f7">◆ </a></span>AddImpulse() <span class="overload">[1/2]</span></h2>
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- <td class="memname">void Body::AddImpulse </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inImpulse</em></span></td><td>)</td>
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- <p>Add impulse to center of mass (unit: kg m/s). If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#add7aa9b7c776237b53d79e95d0d71c40" title="Applied at center of mass.">BodyInterface::AddImpulse</a> instead. </p>
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- <a id="aca6076501cd66dedd2618166fdf1750a" name="aca6076501cd66dedd2618166fdf1750a"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#aca6076501cd66dedd2618166fdf1750a">◆ </a></span>AddImpulse() <span class="overload">[2/2]</span></h2>
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- <td class="memname">void Body::AddImpulse </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inImpulse</em></span>, </td>
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- <td class="paramkey"></td>
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- <td class="paramtype"><a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inPosition</em></span> )</td>
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- <p>Add impulse to point in world space (unit: kg m/s). If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#add7aa9b7c776237b53d79e95d0d71c40" title="Applied at center of mass.">BodyInterface::AddImpulse</a> instead. </p>
- </div>
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- <a id="af98f831df76bd7e54eeb92d79fa3c8cd" name="af98f831df76bd7e54eeb92d79fa3c8cd"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#af98f831df76bd7e54eeb92d79fa3c8cd">◆ </a></span>AddPositionStep()</h2>
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- <td class="memname">void Body::AddPositionStep </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inLinearVelocityTimesDeltaTime</em></span></td><td>)</td>
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- <p>Update position using an Euler step (used during position integrate & constraint solving) </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a3385650a73d75c7d9c16d13ea2d5519f">◆ </a></span>AddRotationStep()</h2>
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- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inAngularVelocityTimesDeltaTime</em></span></td><td>)</td>
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- <p>Update rotation using an Euler step (used during position integrate & constraint solving) </p>
- </div>
- </div>
- <a id="aec30d437f934327d261e8ebdc23a2c8c" name="aec30d437f934327d261e8ebdc23a2c8c"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#aec30d437f934327d261e8ebdc23a2c8c">◆ </a></span>AddTorque()</h2>
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- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inTorque</em></span></td><td>)</td>
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- <p>Add torque (unit: N m) for the next time step, will be reset after the next call to <a class="el" href="class_physics_system.html#a4cdc76b2486dfaecfc9319d040e5e5f3">PhysicsSystem::Update</a>. If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#abc6f86e75b2c5b77afd8b066b4d51a52">BodyInterface::AddTorque</a> instead. </p>
- </div>
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- <h2 class="memtitle"><span class="permalink"><a href="#a4ef68b2682b2eec71e98bf64fc15c230">◆ </a></span>ApplyBuoyancyImpulse() <span class="overload">[1/2]</span></h2>
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- <td class="memname">bool Body::ApplyBuoyancyImpulse </td>
- <td>(</td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inTotalVolume</em></span>, </td>
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- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inSubmergedVolume</em></span>, </td>
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- <td class="paramkey"></td>
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- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inRelativeCenterOfBuoyancy</em></span>, </td>
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- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inBuoyancy</em></span>, </td>
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- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inLinearDrag</em></span>, </td>
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- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inAngularDrag</em></span>, </td>
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- <td class="paramkey"></td>
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- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inFluidVelocity</em></span>, </td>
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- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inGravity</em></span>, </td>
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- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inDeltaTime</em></span> )</td>
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- <p>Applies an impulse to the body that simulates fluid buoyancy and drag. If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#af12108f11ee689a1ebc8320a1ac45e87">BodyInterface::ApplyBuoyancyImpulse</a> instead. </p><dl class="params"><dt>Parameters</dt><dd>
- <table class="params">
- <tr><td class="paramname">inTotalVolume</td><td>Total volume of the shape of this body (m^3) </td></tr>
- <tr><td class="paramname">inSubmergedVolume</td><td>Submerged volume of the shape of this body (m^3) </td></tr>
- <tr><td class="paramname">inRelativeCenterOfBuoyancy</td><td>The center of mass of the submerged volume relative to the center of mass of the body </td></tr>
- <tr><td class="paramname">inBuoyancy</td><td>The buoyancy factor for the body. 1 = neutral body, < 1 sinks, > 1 floats. Note that we don't use the fluid density since it is harder to configure than a simple number between [0, 2] </td></tr>
- <tr><td class="paramname">inLinearDrag</td><td>Linear drag factor that slows down the body when in the fluid (approx. 0.5) </td></tr>
- <tr><td class="paramname">inAngularDrag</td><td>Angular drag factor that slows down rotation when the body is in the fluid (approx. 0.01) </td></tr>
- <tr><td class="paramname">inFluidVelocity</td><td>The average velocity of the fluid (in m/s) in which the body resides </td></tr>
- <tr><td class="paramname">inGravity</td><td>The gravity vector (pointing down) </td></tr>
- <tr><td class="paramname">inDeltaTime</td><td>Delta time of the next simulation step (in s) </td></tr>
- </table>
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- <dl class="section return"><dt>Returns</dt><dd>true if an impulse was applied, false if the body was not in the fluid </dd></dl>
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- <h2 class="memtitle"><span class="permalink"><a href="#a7797f43ac6078b682b4c9cb6c7b9b18e">◆ </a></span>ApplyBuoyancyImpulse() <span class="overload">[2/2]</span></h2>
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- <td class="memname">bool Body::ApplyBuoyancyImpulse </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inSurfacePosition</em></span>, </td>
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- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inSurfaceNormal</em></span>, </td>
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- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inBuoyancy</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inLinearDrag</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inAngularDrag</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inFluidVelocity</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inGravity</em></span>, </td>
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- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inDeltaTime</em></span> )</td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>Applies an impulse to the body that simulates fluid buoyancy and drag. If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#af12108f11ee689a1ebc8320a1ac45e87">BodyInterface::ApplyBuoyancyImpulse</a> instead. </p><dl class="params"><dt>Parameters</dt><dd>
- <table class="params">
- <tr><td class="paramname">inSurfacePosition</td><td>Position of the fluid surface in world space </td></tr>
- <tr><td class="paramname">inSurfaceNormal</td><td>Normal of the fluid surface (should point up) </td></tr>
- <tr><td class="paramname">inBuoyancy</td><td>The buoyancy factor for the body. 1 = neutral body, < 1 sinks, > 1 floats. Note that we don't use the fluid density since it is harder to configure than a simple number between [0, 2] </td></tr>
- <tr><td class="paramname">inLinearDrag</td><td>Linear drag factor that slows down the body when in the fluid (approx. 0.5) </td></tr>
- <tr><td class="paramname">inAngularDrag</td><td>Angular drag factor that slows down rotation when the body is in the fluid (approx. 0.01) </td></tr>
- <tr><td class="paramname">inFluidVelocity</td><td>The average velocity of the fluid (in m/s) in which the body resides </td></tr>
- <tr><td class="paramname">inGravity</td><td>The gravity vector (pointing down) </td></tr>
- <tr><td class="paramname">inDeltaTime</td><td>Delta time of the next simulation step (in s) </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="section return"><dt>Returns</dt><dd>true if an impulse was applied, false if the body was not in the fluid </dd></dl>
- </div>
- </div>
- <a id="a1aace226a07f37492739bf10fd16a720" name="a1aace226a07f37492739bf10fd16a720"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a1aace226a07f37492739bf10fd16a720">◆ </a></span>CalculateWorldSpaceBoundsInternal()</h2>
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- <td class="memname">void Body::CalculateWorldSpaceBoundsInternal </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>Updates world space bounding box (should only be called by the <a class="el" href="class_physics_system.html">PhysicsSystem</a>) </p>
- </div>
- </div>
- <a id="a97addaa630b716fbc5b21ba19fdcf6ec" name="a97addaa630b716fbc5b21ba19fdcf6ec"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a97addaa630b716fbc5b21ba19fdcf6ec">◆ </a></span>CanBeKinematicOrDynamic()</h2>
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- <td class="memname">bool Body::CanBeKinematicOrDynamic </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>Check if a body could be made kinematic or dynamic (if it was created dynamic or with mAllowDynamicOrKinematic set to true) </p>
- </div>
- </div>
- <a id="ad6c366c23710a8f103f6504cfccccc93" name="ad6c366c23710a8f103f6504cfccccc93"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#ad6c366c23710a8f103f6504cfccccc93">◆ </a></span>GetAccumulatedForce()</h2>
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- <td class="memname"><a class="el" href="class_vec3.html">Vec3</a> Body::GetAccumulatedForce </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- </tr>
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- </div>
- </div>
- <a id="a9294deeff168fbb210f24f25e063fb38" name="a9294deeff168fbb210f24f25e063fb38"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a9294deeff168fbb210f24f25e063fb38">◆ </a></span>GetAccumulatedTorque()</h2>
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- <td class="memname"><a class="el" href="class_vec3.html">Vec3</a> Body::GetAccumulatedTorque </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- </tr>
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- </div>
- </div>
- <a id="a1de301b3077fe2ae6339b910573ef3c6" name="a1de301b3077fe2ae6339b910573ef3c6"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a1de301b3077fe2ae6339b910573ef3c6">◆ </a></span>GetAllowSleeping()</h2>
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- <td class="memname">bool Body::GetAllowSleeping </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>If this body can go to sleep. Note that disabling sleeping on a sleeping object will not wake it up. </p>
- </div>
- </div>
- <a id="adb1bb49db094ac2ef7c4951d07ba8417" name="adb1bb49db094ac2ef7c4951d07ba8417"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#adb1bb49db094ac2ef7c4951d07ba8417">◆ </a></span>GetAngularVelocity()</h2>
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- <td class="memname"><a class="el" href="class_vec3.html">Vec3</a> Body::GetAngularVelocity </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>Get world space angular velocity of the center of mass (unit: rad/s) </p>
- </div>
- </div>
- <a id="af7a0aaf1d49d9be5ffb7d6f195d3c74a" name="af7a0aaf1d49d9be5ffb7d6f195d3c74a"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#af7a0aaf1d49d9be5ffb7d6f195d3c74a">◆ </a></span>GetApplyGyroscopicForce()</h2>
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- <td class="memname">bool Body::GetApplyGyroscopicForce </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>Check if the gyroscopic force is being applied for this body. </p>
- </div>
- </div>
- <a id="aad1ce1d84e95cab008fb239465b3496f" name="aad1ce1d84e95cab008fb239465b3496f"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#aad1ce1d84e95cab008fb239465b3496f">◆ </a></span>GetBodyCreationSettings()</h2>
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- <td class="memname"><a class="el" href="class_body_creation_settings.html">BodyCreationSettings</a> Body::GetBodyCreationSettings </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>Debug function to convert a body back to a body creation settings object to be able to save/recreate the body later. </p>
- </div>
- </div>
- <a id="a864a31f176da8e3329f83cb65c23f3d6" name="a864a31f176da8e3329f83cb65c23f3d6"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a864a31f176da8e3329f83cb65c23f3d6">◆ </a></span>GetBodyType()</h2>
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- <td class="memname"><a class="el" href="_body_type_8h.html#ab494e27db6c263f9e31556ad388eb666">EBodyType</a> Body::GetBodyType </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- </tr>
- </table>
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- <p>Get the type of body (rigid or soft) </p>
- </div>
- </div>
- <a id="a4b9b625f789caa55cc9a3c7663644011" name="a4b9b625f789caa55cc9a3c7663644011"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a4b9b625f789caa55cc9a3c7663644011">◆ </a></span>GetBroadPhaseLayer()</h2>
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- <td class="memname"><a class="el" href="class_broad_phase_layer.html">BroadPhaseLayer</a> Body::GetBroadPhaseLayer </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- </div><div class="memdoc">
- <p>Get broadphase layer, this determines in which broad phase sub-tree the object is placed. </p>
- </div>
- </div>
- <a id="a10bf9dd2b7c39a93568e8eb3ada8da2a" name="a10bf9dd2b7c39a93568e8eb3ada8da2a"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a10bf9dd2b7c39a93568e8eb3ada8da2a">◆ </a></span>GetCenterOfMassPosition()</h2>
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- <td class="memname"><a class="el" href="_real_8h.html#ae088dda635fb0ba1c96ea179d384ca40">RVec3</a> Body::GetCenterOfMassPosition </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- <p>Gets the world space position of this body's center of mass. </p>
- </div>
- </div>
- <a id="a9431bfa66a018714074fe149c7a65ac5" name="a9431bfa66a018714074fe149c7a65ac5"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a9431bfa66a018714074fe149c7a65ac5">◆ </a></span>GetCenterOfMassTransform()</h2>
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- <td class="memname"><a class="el" href="_real_8h.html#ab2b99ab2c9bab2170e4744e9fb519625">RMat44</a> Body::GetCenterOfMassTransform </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <p>Calculates the transform for this body's center of mass. </p>
- </div>
- </div>
- <a id="a8bb48012c114b300a9bfdd296cfe0546" name="a8bb48012c114b300a9bfdd296cfe0546"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a8bb48012c114b300a9bfdd296cfe0546">◆ </a></span>GetCollideKinematicVsNonDynamic()</h2>
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- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- </div><div class="memdoc">
- <p>Check if kinematic objects can generate contact points against other kinematic or static objects. </p>
- </div>
- </div>
- <a id="aca55936886e8c9d4dc072efa6e7baa47" name="aca55936886e8c9d4dc072efa6e7baa47"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#aca55936886e8c9d4dc072efa6e7baa47">◆ </a></span>GetCollisionGroup() <span class="overload">[1/2]</span></h2>
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- <td class="memname"><a class="el" href="class_collision_group.html">CollisionGroup</a> & Body::GetCollisionGroup </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td></td>
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- <h2 class="memtitle"><span class="permalink"><a href="#a5865492b92c7c2e321c6916e80f5b7cb">◆ </a></span>GetCollisionGroup() <span class="overload">[2/2]</span></h2>
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- <td class="memname">const <a class="el" href="class_collision_group.html">CollisionGroup</a> & Body::GetCollisionGroup </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <p>Collision group and sub-group ID, determines which other objects it collides with. </p>
- </div>
- </div>
- <a id="aa32a2192fa7e0ad595c63113e367d606" name="aa32a2192fa7e0ad595c63113e367d606"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#aa32a2192fa7e0ad595c63113e367d606">◆ </a></span>GetEnhancedInternalEdgeRemoval()</h2>
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- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <p>Check if enhanced internal edge removal is turned on. </p>
- </div>
- </div>
- <a id="a264f4c99047d880e0ec05ba558f64ee9" name="a264f4c99047d880e0ec05ba558f64ee9"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a264f4c99047d880e0ec05ba558f64ee9">◆ </a></span>GetEnhancedInternalEdgeRemovalWithBody()</h2>
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- <td>(</td>
- <td class="paramtype">const <a class="el" href="class_body.html">Body</a> &</td> <td class="paramname"><span class="paramname"><em>inBody2</em></span></td><td>)</td>
- <td> const</td>
- </tr>
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- <p>Checks if the combination of this body and inBody2 should use enhanced internal edge removal. </p>
- </div>
- </div>
- <a id="abb35a0778672e9f3622d8cfa93b428b3" name="abb35a0778672e9f3622d8cfa93b428b3"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#abb35a0778672e9f3622d8cfa93b428b3">◆ </a></span>GetFriction()</h2>
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- <td class="memname">float Body::GetFriction </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
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- </td>
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- <p>Friction (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals force that presses the two bodies together). Note that bodies can have negative friction but the combined friction (see <a class="el" href="class_physics_system.html#ae1cc3e726b7e186f642c7da5f6c6a2c2">PhysicsSystem::SetCombineFriction</a>) should never go below zero. </p>
- </div>
- </div>
- <a id="acbcb599679bb6a330a7ea3427fe90604" name="acbcb599679bb6a330a7ea3427fe90604"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#acbcb599679bb6a330a7ea3427fe90604">◆ </a></span>GetID()</h2>
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- <td class="memname"><a class="el" href="_memory_8h.html#a91074fb218fe28954a0938c099ddd9e0">JPH_OVERRIDE_NEW_DELETE</a> const <a class="el" href="class_body_i_d.html">BodyID</a> & Body::GetID </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
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- </td>
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- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- </div><div class="memdoc">
- <p>Get the id of this body. </p>
- </div>
- </div>
- <a id="a5ffba4cea6db6696fff3db87999bdf42" name="a5ffba4cea6db6696fff3db87999bdf42"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a5ffba4cea6db6696fff3db87999bdf42">◆ </a></span>GetIndexInActiveBodiesInternal()</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#a727ca2a69e72fed5f1cf97b0f283bb52">JPH_TSAN_NO_SANITIZE</a> <a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a> Body::GetIndexInActiveBodiesInternal </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- <p>Access to the index in the BodyManager::mActiveBodies list. </p>
- </div>
- </div>
- <a id="a9c317394889f2064a20693935036eeb3" name="a9c317394889f2064a20693935036eeb3"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a9c317394889f2064a20693935036eeb3">◆ </a></span>GetInverseCenterOfMassTransform()</h2>
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- <td class="memname"><a class="el" href="_real_8h.html#ab2b99ab2c9bab2170e4744e9fb519625">RMat44</a> Body::GetInverseCenterOfMassTransform </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <p>Calculates the inverse of the transform for this body's center of mass. </p>
- </div>
- </div>
- <a id="a731f2a92e9e215ff87efc831999e0e6e" name="a731f2a92e9e215ff87efc831999e0e6e"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a731f2a92e9e215ff87efc831999e0e6e">◆ </a></span>GetInverseInertia()</h2>
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- <td class="memname"><a class="el" href="class_mat44.html">Mat44</a> Body::GetInverseInertia </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- </div><div class="memdoc">
- <p>Get inverse inertia tensor in world space. </p>
- </div>
- </div>
- <a id="a6451197a038f1d99b4b92beae4656842" name="a6451197a038f1d99b4b92beae4656842"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a6451197a038f1d99b4b92beae4656842">◆ </a></span>GetLinearVelocity()</h2>
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- <td class="memname"><a class="el" href="class_vec3.html">Vec3</a> Body::GetLinearVelocity </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- </div><div class="memdoc">
- <p>Get world space linear velocity of the center of mass (unit: m/s) </p>
- </div>
- </div>
- <a id="aa9e634771e2ed719757a71cb9751b353" name="aa9e634771e2ed719757a71cb9751b353"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#aa9e634771e2ed719757a71cb9751b353">◆ </a></span>GetMotionProperties() <span class="overload">[1/2]</span></h2>
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- <td class="memname"><a class="el" href="class_motion_properties.html">MotionProperties</a> * Body::GetMotionProperties </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td></td>
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- </table>
- </td>
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- </div><div class="memdoc">
- </div>
- </div>
- <a id="a0d39987255227c4221fcea66cb1fc041" name="a0d39987255227c4221fcea66cb1fc041"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a0d39987255227c4221fcea66cb1fc041">◆ </a></span>GetMotionProperties() <span class="overload">[2/2]</span></h2>
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- <td class="memname">const <a class="el" href="class_motion_properties.html">MotionProperties</a> * Body::GetMotionProperties </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- <p>Access to the motion properties. </p>
- </div>
- </div>
- <a id="ad0cc27e6920daa31fc9e42a7824d2d02" name="ad0cc27e6920daa31fc9e42a7824d2d02"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#ad0cc27e6920daa31fc9e42a7824d2d02">◆ </a></span>GetMotionPropertiesUnchecked() <span class="overload">[1/2]</span></h2>
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- <td class="memname"><a class="el" href="class_motion_properties.html">MotionProperties</a> * Body::GetMotionPropertiesUnchecked </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </td>
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- </div>
- </div>
- <a id="abe012219037c12313c7ef1116ee74865" name="abe012219037c12313c7ef1116ee74865"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#abe012219037c12313c7ef1116ee74865">◆ </a></span>GetMotionPropertiesUnchecked() <span class="overload">[2/2]</span></h2>
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- <td class="memname">const <a class="el" href="class_motion_properties.html">MotionProperties</a> * Body::GetMotionPropertiesUnchecked </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <p>Access to the motion properties (version that does not check if the object is kinematic or dynamic) </p>
- </div>
- </div>
- <a id="a146a4745ed28c3d9b06abe02ee3d3490" name="a146a4745ed28c3d9b06abe02ee3d3490"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a146a4745ed28c3d9b06abe02ee3d3490">◆ </a></span>GetMotionType()</h2>
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- <td class="memname"><a class="el" href="_motion_type_8h.html#a328245ddbb758681fad3c44c9d488fd8">EMotionType</a> Body::GetMotionType </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <p>Get the bodies motion type. </p>
- </div>
- </div>
- <a id="a652dca18d0969696d5a4a589c30eddc2" name="a652dca18d0969696d5a4a589c30eddc2"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a652dca18d0969696d5a4a589c30eddc2">◆ </a></span>GetObjectLayer()</h2>
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- <td class="memname"><a class="el" href="_object_layer_8h.html#a960eb396e2803ddad87bf25e0dcb4470">ObjectLayer</a> Body::GetObjectLayer </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <p>Get object layer, this determines which other objects it collides with. </p>
- </div>
- </div>
- <a id="a04705ba7fe0c4cfac8bda79a43421beb" name="a04705ba7fe0c4cfac8bda79a43421beb"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a04705ba7fe0c4cfac8bda79a43421beb">◆ </a></span>GetPointVelocity()</h2>
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- <td class="memname"><a class="el" href="class_vec3.html">Vec3</a> Body::GetPointVelocity </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inPoint</em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- <p>Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body (unit: m/s) </p>
- </div>
- </div>
- <a id="a19540cae81c6338eb7023bb9c923b0d4" name="a19540cae81c6338eb7023bb9c923b0d4"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a19540cae81c6338eb7023bb9c923b0d4">◆ </a></span>GetPointVelocityCOM()</h2>
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- <td class="memname"><a class="el" href="class_vec3.html">Vec3</a> Body::GetPointVelocityCOM </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inPointRelativeToCOM</em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- </div><div class="memdoc">
- <p>Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (unit: m/s) </p>
- </div>
- </div>
- <a id="adce53bad2dc9f79804d6a01d435c06e0" name="adce53bad2dc9f79804d6a01d435c06e0"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#adce53bad2dc9f79804d6a01d435c06e0">◆ </a></span>GetPosition()</h2>
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- <td class="memname"><a class="el" href="_real_8h.html#ae088dda635fb0ba1c96ea179d384ca40">RVec3</a> Body::GetPosition </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>World space position of the body. </p>
- </div>
- </div>
- <a id="a5657cc63a5fd9ee1e4a8408ac51affcc" name="a5657cc63a5fd9ee1e4a8408ac51affcc"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a5657cc63a5fd9ee1e4a8408ac51affcc">◆ </a></span>GetRestitution()</h2>
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- <td class="memname">float Body::GetRestitution </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <p>Restitution (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision response, 1 = completely elastic collision response). Note that bodies can have negative restitution but the combined restitution (see <a class="el" href="class_physics_system.html#a1bf5312ff70cb942e4899eb0766d5ebe">PhysicsSystem::SetCombineRestitution</a>) should never go below zero. </p>
- </div>
- </div>
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- <h2 class="memtitle"><span class="permalink"><a href="#aaee24bfb5e32e756f50113b9d1f45a2c">◆ </a></span>GetRotation()</h2>
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- <td class="memname"><a class="el" href="class_quat.html">Quat</a> Body::GetRotation </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
- </tr>
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- <p>World space rotation of the body. </p>
- </div>
- </div>
- <a id="a45950d9b3f8f28aafa13a81374912bf1" name="a45950d9b3f8f28aafa13a81374912bf1"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a45950d9b3f8f28aafa13a81374912bf1">◆ </a></span>GetShape()</h2>
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- <td class="memname">const <a class="el" href="class_shape.html">Shape</a> * Body::GetShape </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <p>Get the shape of this body. </p>
- </div>
- </div>
- <a id="a61a0607212ae03156e55dbfdabceb886" name="a61a0607212ae03156e55dbfdabceb886"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a61a0607212ae03156e55dbfdabceb886">◆ </a></span>GetSoftBodyCreationSettings()</h2>
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- <td class="memname"><a class="el" href="class_soft_body_creation_settings.html">SoftBodyCreationSettings</a> Body::GetSoftBodyCreationSettings </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>Debug function to convert a soft body back to a soft body creation settings object to be able to save/recreate the body later. </p>
- </div>
- </div>
- <a id="a6f626cfeebe957b45503d752a5052f75" name="a6f626cfeebe957b45503d752a5052f75"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a6f626cfeebe957b45503d752a5052f75">◆ </a></span>GetSubmergedVolume()</h2>
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- <td class="memname">void Body::GetSubmergedVolume </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inSurfacePosition</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inSurfaceNormal</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float &</td> <td class="paramname"><span class="paramname"><em>outTotalVolume</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float &</td> <td class="paramname"><span class="paramname"><em>outSubmergedVolume</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="class_vec3.html">Vec3</a> &</td> <td class="paramname"><span class="paramname"><em>outRelativeCenterOfBuoyancy</em></span> ) const</td>
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- </div><div class="memdoc">
- <p>Gets the properties needed to do buoyancy calculations </p><dl class="params"><dt>Parameters</dt><dd>
- <table class="params">
- <tr><td class="paramname">inSurfacePosition</td><td>Position of the fluid surface in world space </td></tr>
- <tr><td class="paramname">inSurfaceNormal</td><td>Normal of the fluid surface (should point up) </td></tr>
- <tr><td class="paramname">outTotalVolume</td><td>On return this contains the total volume of the shape </td></tr>
- <tr><td class="paramname">outSubmergedVolume</td><td>On return this contains the submerged volume of the shape </td></tr>
- <tr><td class="paramname">outRelativeCenterOfBuoyancy</td><td>On return this contains the center of mass of the submerged volume relative to the center of mass of the body </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a id="ab29a0e2490187a1e08d21c4e9235f2a3" name="ab29a0e2490187a1e08d21c4e9235f2a3"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#ab29a0e2490187a1e08d21c4e9235f2a3">◆ </a></span>GetTransformedShape()</h2>
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- <td class="memname"><a class="el" href="class_transformed_shape.html">TransformedShape</a> Body::GetTransformedShape </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </td>
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- <p>Get the transformed shape of this body, which can be used to do collision detection outside of a body lock. </p>
- </div>
- </div>
- <a id="ae2732111d3d846bfceb19459fa2ee963" name="ae2732111d3d846bfceb19459fa2ee963"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#ae2732111d3d846bfceb19459fa2ee963">◆ </a></span>GetUseManifoldReduction()</h2>
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- <td class="memname">bool Body::GetUseManifoldReduction </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- </td>
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- <p>Check if this body can use manifold reduction. </p>
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- </div>
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- <h2 class="memtitle"><span class="permalink"><a href="#a602ae16f05ab73cd5cae80c2fd9b4a0d">◆ </a></span>GetUseManifoldReductionWithBody()</h2>
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- <td class="memname">bool Body::GetUseManifoldReductionWithBody </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="class_body.html">Body</a> &</td> <td class="paramname"><span class="paramname"><em>inBody2</em></span></td><td>)</td>
- <td> const</td>
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- <p>Checks if the combination of this body and inBody2 should use manifold reduction. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a48b9455aae90fe4d73302389f6c7d9b5">◆ </a></span>GetUserData()</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#a60e8696a4678cd348e991a1f172e53f7">uint64</a> Body::GetUserData </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Access to the user data, can be used for anything by the application. </p>
- </div>
- </div>
- <a id="a2be34f0150bb5f520f21330ee6b7cb41" name="a2be34f0150bb5f520f21330ee6b7cb41"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a2be34f0150bb5f520f21330ee6b7cb41">◆ </a></span>GetWorldSpaceBounds()</h2>
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- <td class="memname">const <a class="el" href="class_a_a_box.html">AABox</a> & Body::GetWorldSpaceBounds </td>
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- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Get world space bounding box. </p>
- </div>
- </div>
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- <h2 class="memtitle"><span class="permalink"><a href="#a12422310c7aa9ec72e2376d08fbee6b5">◆ </a></span>GetWorldSpaceSurfaceNormal()</h2>
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- <td class="memname"><a class="el" href="class_vec3.html">Vec3</a> Body::GetWorldSpaceSurfaceNormal </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="class_sub_shape_i_d.html">SubShapeID</a> &</td> <td class="paramname"><span class="paramname"><em>inSubShapeID</em></span>, </td>
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- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inPosition</em></span> ) const</td>
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- <p>Get surface normal of a particular sub shape and its world space surface position on this body. </p>
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- <a id="a4bab5d07f84d5a9d38119a1923298b5c" name="a4bab5d07f84d5a9d38119a1923298b5c"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a4bab5d07f84d5a9d38119a1923298b5c">◆ </a></span>GetWorldTransform()</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#ad14098b68b8c44ea6112601031268405">JPH_NAMESPACE_BEGIN</a> <a class="el" href="_real_8h.html#ab2b99ab2c9bab2170e4744e9fb519625">RMat44</a> Body::GetWorldTransform </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Calculates the transform of this body. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a469ea05f3200587491082a0f11f54fc6">◆ </a></span>InvalidateContactCacheInternal()</h2>
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- <p>Invalidate the contact cache (should only be called by the <a class="el" href="class_body_manager.html">BodyManager</a>), will be reset the next simulation step. Returns true if the contact cache was still valid. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#aa3c98e271056d300e6a5a5cf4783e61e">◆ </a></span>IsActive()</h2>
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- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>If this body is currently actively simulating (true) or sleeping (false) </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a6e13ebc7a47c0170acc0c976f7724ea8">◆ </a></span>IsCollisionCacheInvalid()</h2>
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- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Check if this body has been changed in such a way that the collision cache should be considered invalid for any body interacting with this body. </p>
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- <a id="a1b21c30907c8c9ce30c176a054057bef" name="a1b21c30907c8c9ce30c176a054057bef"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a1b21c30907c8c9ce30c176a054057bef">◆ </a></span>IsDynamic()</h2>
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- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Check if this body is dynamic, which means that it moves and forces can act on it. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a0d17f6ccde9ed070cdead2585ee87446">◆ </a></span>IsInBroadPhase()</h2>
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- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Check if this body has been added to the physics system. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#ab49045bc1738e110dea9cbc020528338">◆ </a></span>IsKinematic()</h2>
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- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Check if this body is kinematic (keyframed), which means that it will move according to its current velocity, but forces don't affect it. </p>
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- <a id="a8365154663e94343e1045893ee3b4c16" name="a8365154663e94343e1045893ee3b4c16"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a8365154663e94343e1045893ee3b4c16">◆ </a></span>IsRigidBody()</h2>
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- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- </td>
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- <p>Check if this body is a rigid body. </p>
- </div>
- </div>
- <a id="a251e1c9d8c9c7e40ddabc73420ac9ab1" name="a251e1c9d8c9c7e40ddabc73420ac9ab1"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a251e1c9d8c9c7e40ddabc73420ac9ab1">◆ </a></span>IsSensor()</h2>
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- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Check if this body is a sensor. </p>
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- <a id="a454781f1340576ad7f752b51dd8a179d" name="a454781f1340576ad7f752b51dd8a179d"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a454781f1340576ad7f752b51dd8a179d">◆ </a></span>IsSoftBody()</h2>
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- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Check if this body is a soft body. </p>
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- </div>
- <a id="a83748a3d5a5b0a5b0242ba91875b8e13" name="a83748a3d5a5b0a5b0242ba91875b8e13"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a83748a3d5a5b0a5b0242ba91875b8e13">◆ </a></span>IsStatic()</h2>
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- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
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- <p>Check if this body is static (not movable) </p>
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- <a id="a015be9d70225c08eb10d01753415febd" name="a015be9d70225c08eb10d01753415febd"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a015be9d70225c08eb10d01753415febd">◆ </a></span>MoveKinematic()</h2>
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- <td class="memname">void Body::MoveKinematic </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inTargetPosition</em></span>, </td>
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- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a></td> <td class="paramname"><span class="paramname"><em>inTargetRotation</em></span>, </td>
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- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inDeltaTime</em></span> )</td>
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- <p>Set velocity of body such that it will be positioned at inTargetPosition/Rotation in inDeltaTime seconds. If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#a511b9da7dae147b6d8d3227f30724334" title="Set velocity of body such that it will be positioned at inTargetPosition/Rotation in inDeltaTime seco...">BodyInterface::MoveKinematic</a> instead. </p>
- </div>
- </div>
- <a id="a91ec38c6d564c65d7dde56f315a8eb31" name="a91ec38c6d564c65d7dde56f315a8eb31"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a91ec38c6d564c65d7dde56f315a8eb31">◆ </a></span>ResetForce()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#ae5800f2a270af3dcf7b53c009b67ef95">◆ </a></span>ResetMotion()</h2>
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- <a id="a95efc4cbe40bfab41c74b2add880fa04" name="a95efc4cbe40bfab41c74b2add880fa04"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a95efc4cbe40bfab41c74b2add880fa04">◆ </a></span>ResetSleepTimer()</h2>
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- <td class="memname">void Body::ResetSleepTimer </td>
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- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
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- <p>Resets the sleep timer. This does not wake up the body if it is sleeping, but allows resetting the system that detects when a body is sleeping. </p>
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- <a id="ab3872c4fdcf4046aac2565bbe14061e8" name="ab3872c4fdcf4046aac2565bbe14061e8"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#ab3872c4fdcf4046aac2565bbe14061e8">◆ </a></span>ResetTorque()</h2>
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- <td class="memname">JPH_INLINE void Body::ResetTorque </td>
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- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
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- </div>
- <a id="a5b4cf0e59625d5607d1317e8ad2de290" name="a5b4cf0e59625d5607d1317e8ad2de290"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a5b4cf0e59625d5607d1317e8ad2de290">◆ </a></span>RestoreState()</h2>
- <div class="memitem">
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- <td class="memname">void Body::RestoreState </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="class_state_recorder.html">StateRecorder</a> &</td> <td class="paramname"><span class="paramname"><em>inStream</em></span></td><td>)</td>
- <td></td>
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- <p>Restoring state for replay. </p>
- </div>
- </div>
- <a id="a64202a0bd7babbef34094157036bda8c" name="a64202a0bd7babbef34094157036bda8c"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a64202a0bd7babbef34094157036bda8c">◆ </a></span>SaveState()</h2>
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- <td class="memname">void Body::SaveState </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="class_state_recorder.html">StateRecorder</a> &</td> <td class="paramname"><span class="paramname"><em>inStream</em></span></td><td>)</td>
- <td> const</td>
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- <p>Saving state for replay. </p>
- </div>
- </div>
- <a id="a4fcb04dbca94ff4cf4b48289f26c26b4" name="a4fcb04dbca94ff4cf4b48289f26c26b4"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a4fcb04dbca94ff4cf4b48289f26c26b4">◆ </a></span>SetAllowSleeping()</h2>
- <div class="memitem">
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- <td class="memname">void Body::SetAllowSleeping </td>
- <td>(</td>
- <td class="paramtype">bool</td> <td class="paramname"><span class="paramname"><em>inAllow</em></span></td><td>)</td>
- <td></td>
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- </div>
- </div>
- <a id="a15d802457f106f2255a6401ea0aaee9f" name="a15d802457f106f2255a6401ea0aaee9f"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a15d802457f106f2255a6401ea0aaee9f">◆ </a></span>SetAngularVelocity()</h2>
- <div class="memitem">
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- <td class="memname">void Body::SetAngularVelocity </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inAngularVelocity</em></span></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </td>
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- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- </div><div class="memdoc">
- <p>Set world space angular velocity of the center of mass (unit: rad/s). If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#a4c18bf3267f16f16294385150f36824c">BodyInterface::SetAngularVelocity</a> instead. </p>
- </div>
- </div>
- <a id="a9033b203f8511c35dca0dfc8ca1c25ca" name="a9033b203f8511c35dca0dfc8ca1c25ca"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a9033b203f8511c35dca0dfc8ca1c25ca">◆ </a></span>SetAngularVelocityClamped()</h2>
- <div class="memitem">
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- <td class="memname">void Body::SetAngularVelocityClamped </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inAngularVelocity</em></span></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- </table>
- </div><div class="memdoc">
- <p>Set world space angular velocity of the center of mass, will make sure the value is clamped against the maximum angular velocity. If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#a4c18bf3267f16f16294385150f36824c">BodyInterface::SetAngularVelocity</a> instead. </p>
- </div>
- </div>
- <a id="acb02850d1a8baecc879d224f47e9ab70" name="acb02850d1a8baecc879d224f47e9ab70"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#acb02850d1a8baecc879d224f47e9ab70">◆ </a></span>SetApplyGyroscopicForce()</h2>
- <div class="memitem">
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- <td class="memname">void Body::SetApplyGyroscopicForce </td>
- <td>(</td>
- <td class="paramtype">bool</td> <td class="paramname"><span class="paramname"><em>inApply</em></span></td><td>)</td>
- <td></td>
- </tr>
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- </td>
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- <p>Set to indicate that the gyroscopic force should be applied to this body (aka Dzhanibekov effect, see <a href="https://en.wikipedia.org/wiki/Tennis_racket_theorem">https://en.wikipedia.org/wiki/Tennis_racket_theorem</a>) </p>
- </div>
- </div>
- <a id="adefe521957195c57e06a905431160d10" name="adefe521957195c57e06a905431160d10"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#adefe521957195c57e06a905431160d10">◆ </a></span>SetCollideKinematicVsNonDynamic()</h2>
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- <td class="memname">void Body::SetCollideKinematicVsNonDynamic </td>
- <td>(</td>
- <td class="paramtype">bool</td> <td class="paramname"><span class="paramname"><em>inCollide</em></span></td><td>)</td>
- <td></td>
- </tr>
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- </td>
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- <p>If kinematic objects can generate contact points against other kinematic or static objects. Note that turning this on can be CPU intensive as much more collision detection work will be done without any effect on the simulation (kinematic objects are not affected by other kinematic/static objects). This can be used to make sensors detect static objects. Note that the sensor must be kinematic and active for it to detect static objects. </p>
- </div>
- </div>
- <a id="a16ebf80baa257da06fdf4996a8b22476" name="a16ebf80baa257da06fdf4996a8b22476"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a16ebf80baa257da06fdf4996a8b22476">◆ </a></span>SetCollisionGroup()</h2>
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- <td class="memname">void Body::SetCollisionGroup </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="class_collision_group.html">CollisionGroup</a> &</td> <td class="paramname"><span class="paramname"><em>inGroup</em></span></td><td>)</td>
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- </td>
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- </tr>
- </table>
- </div><div class="memdoc">
- </div>
- </div>
- <a id="a87c94617c51d1d35e49b64b0a29d18a4" name="a87c94617c51d1d35e49b64b0a29d18a4"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a87c94617c51d1d35e49b64b0a29d18a4">◆ </a></span>SetEnhancedInternalEdgeRemoval()</h2>
- <div class="memitem">
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- <td class="memname">void Body::SetEnhancedInternalEdgeRemoval </td>
- <td>(</td>
- <td class="paramtype">bool</td> <td class="paramname"><span class="paramname"><em>inApply</em></span></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </td>
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- <p>Set to indicate that extra effort should be made to try to remove ghost contacts (collisions with internal edges of a mesh). This is more expensive but makes bodies move smoother over a mesh with convex edges. </p>
- </div>
- </div>
- <a id="af3576faa64307d6d9318a7c0dad47d21" name="af3576faa64307d6d9318a7c0dad47d21"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#af3576faa64307d6d9318a7c0dad47d21">◆ </a></span>SetFriction()</h2>
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- <td class="memname">void Body::SetFriction </td>
- <td>(</td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inFriction</em></span></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </td>
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- </table>
- </div><div class="memdoc">
- </div>
- </div>
- <a id="aa600fe2037b7ded7a84a8bf479213ebc" name="aa600fe2037b7ded7a84a8bf479213ebc"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#aa600fe2037b7ded7a84a8bf479213ebc">◆ </a></span>SetInBroadPhaseInternal()</h2>
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- <td class="memname">void Body::SetInBroadPhaseInternal </td>
- <td>(</td>
- <td class="paramtype">bool</td> <td class="paramname"><span class="paramname"><em>inInBroadPhase</em></span></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
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- <p>Flag if body is in the broadphase (should only be called by the <a class="el" href="class_broad_phase.html" title="Used to do coarse collision detection operations to quickly prune out bodies that will not collide.">BroadPhase</a>) </p>
- </div>
- </div>
- <a id="a5d8e1f66eed163868a633cdb93859f77" name="a5d8e1f66eed163868a633cdb93859f77"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a5d8e1f66eed163868a633cdb93859f77">◆ </a></span>SetIsSensor()</h2>
- <div class="memitem">
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- <td class="memname">void Body::SetIsSensor </td>
- <td>(</td>
- <td class="paramtype">bool</td> <td class="paramname"><span class="paramname"><em>inIsSensor</em></span></td><td>)</td>
- <td></td>
- </tr>
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- </td>
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- <p>Change the body to a sensor. A sensor will receive collision callbacks, but will not cause any collision responses and can be used as a trigger volume. The cheapest sensor (in terms of CPU usage) is a sensor with motion type Static (they can be moved around using <a class="el" href="class_body_interface.html#a19838143d494d7d0ddb4fb0226ca2cad">BodyInterface::SetPosition</a>/SetPositionAndRotation). These sensors will only detect collisions with active Dynamic or Kinematic bodies. As soon as a body go to sleep, the contact point with the sensor will be lost. If you make a sensor Dynamic or Kinematic and activate them, the sensor will be able to detect collisions with sleeping bodies too. An active sensor will never go to sleep automatically. When you make a Dynamic or Kinematic sensor, make sure it is in an ObjectLayer that does not collide with Static bodies or other sensors to avoid extra overhead in the broad phase. </p>
- </div>
- </div>
- <a id="a603b71ad2f5dbb76fd80fa9dff8be7f9" name="a603b71ad2f5dbb76fd80fa9dff8be7f9"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a603b71ad2f5dbb76fd80fa9dff8be7f9">◆ </a></span>SetLinearVelocity()</h2>
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- <td class="memname">void Body::SetLinearVelocity </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inLinearVelocity</em></span></td><td>)</td>
- <td></td>
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- </td>
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- <p>Set world space linear velocity of the center of mass (unit: m/s). If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#a49831752041e13262dff231f4e404302">BodyInterface::SetLinearVelocity</a> instead. </p>
- </div>
- </div>
- <a id="a5e1e46dac04eaf5fbaed87d6d781480d" name="a5e1e46dac04eaf5fbaed87d6d781480d"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a5e1e46dac04eaf5fbaed87d6d781480d">◆ </a></span>SetLinearVelocityClamped()</h2>
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- <td class="memname">void Body::SetLinearVelocityClamped </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inLinearVelocity</em></span></td><td>)</td>
- <td></td>
- </tr>
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- </td>
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- <p>Set world space linear velocity of the center of mass, will make sure the value is clamped against the maximum linear velocity. If you want the body to wake up when it is sleeping, use <a class="el" href="class_body_interface.html#a49831752041e13262dff231f4e404302">BodyInterface::SetLinearVelocity</a> instead. </p>
- </div>
- </div>
- <a id="ab5bda1ea540be9e8383b974c21d5771a" name="ab5bda1ea540be9e8383b974c21d5771a"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#ab5bda1ea540be9e8383b974c21d5771a">◆ </a></span>SetMotionType()</h2>
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- <td class="memname">void Body::SetMotionType </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_motion_type_8h.html#a328245ddbb758681fad3c44c9d488fd8">EMotionType</a></td> <td class="paramname"><span class="paramname"><em>inMotionType</em></span></td><td>)</td>
- <td></td>
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- <p>Set the motion type of this body. Consider using <a class="el" href="class_body_interface.html#a18efc1ae5268eabc115fe7ba7ed170b9">BodyInterface::SetMotionType</a> instead of this function if the body may be active or if it needs to be activated. </p>
- </div>
- </div>
- <a id="a1f42d6ce3b4ce87fce69561a4d2a4442" name="a1f42d6ce3b4ce87fce69561a4d2a4442"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a1f42d6ce3b4ce87fce69561a4d2a4442">◆ </a></span>SetPositionAndRotationInternal()</h2>
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- <td class="memname">void Body::SetPositionAndRotationInternal </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inPosition</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a></td> <td class="paramname"><span class="paramname"><em>inRotation</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">bool</td> <td class="paramname"><span class="paramname"><em>inResetSleepTimer</em></span><span class="paramdefsep"> = </span><span class="paramdefval">true</span> )</td>
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- <p>Function to update body's position (should only be called by the <a class="el" href="class_body_interface.html">BodyInterface</a> since it also requires updating the broadphase) </p>
- </div>
- </div>
- <a id="a6589465cd947d75f90b3975e6bdfd96e" name="a6589465cd947d75f90b3975e6bdfd96e"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a6589465cd947d75f90b3975e6bdfd96e">◆ </a></span>SetRestitution()</h2>
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- <td class="memname">void Body::SetRestitution </td>
- <td>(</td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inRestitution</em></span></td><td>)</td>
- <td></td>
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- </td>
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- </div><div class="memdoc">
- </div>
- </div>
- <a id="a63941e4493131921269e74ba993a6ccb" name="a63941e4493131921269e74ba993a6ccb"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a63941e4493131921269e74ba993a6ccb">◆ </a></span>SetShapeInternal()</h2>
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- <td class="memname">void Body::SetShapeInternal </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="class_shape.html">Shape</a> *</td> <td class="paramname"><span class="paramname"><em>inShape</em></span>, </td>
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- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">bool</td> <td class="paramname"><span class="paramname"><em>inUpdateMassProperties</em></span> )</td>
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- <p>Function to update a body's shape (should only be called by the <a class="el" href="class_body_interface.html">BodyInterface</a> since it also requires updating the broadphase) </p><dl class="params"><dt>Parameters</dt><dd>
- <table class="params">
- <tr><td class="paramname">inShape</td><td>The new shape for this body </td></tr>
- <tr><td class="paramname">inUpdateMassProperties</td><td>When true, the mass and inertia tensor is recalculated </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a id="a8c24ff0c08f1a31fc57d01420f9cae8b" name="a8c24ff0c08f1a31fc57d01420f9cae8b"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a8c24ff0c08f1a31fc57d01420f9cae8b">◆ </a></span>SetUseManifoldReduction()</h2>
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- <td class="memname">void Body::SetUseManifoldReduction </td>
- <td>(</td>
- <td class="paramtype">bool</td> <td class="paramname"><span class="paramname"><em>inUseReduction</em></span></td><td>)</td>
- <td></td>
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- <p>If <a class="el" href="struct_physics_settings.html#af715e8c12331e908a82768501d09db97" title="Whether or not to reduce manifolds with similar contact normals into one contact manifold (see descri...">PhysicsSettings::mUseManifoldReduction</a> is true, this allows turning off manifold reduction for this specific body. Manifold reduction by default will combine contacts with similar normals that come from different SubShapeIDs (e.g. different triangles in a mesh shape or different compound shapes). If the application requires tracking exactly which SubShapeIDs are in contact, you can turn off manifold reduction. Note that this comes at a performance cost. Consider using <a class="el" href="class_body_interface.html#a7f730135a74e9cb798d8a7d6c49acefb">BodyInterface::SetUseManifoldReduction</a> if the body could already be in contact with other bodies to ensure that the contact cache is invalidated and you get the correct contact callbacks. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a3fff2f601caed12dd89c6d7fcb04dad6">◆ </a></span>SetUserData()</h2>
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- <td class="memname">void Body::SetUserData </td>
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- <td class="paramtype"><a class="el" href="_core_8h.html#a60e8696a4678cd348e991a1f172e53f7">uint64</a></td> <td class="paramname"><span class="paramname"><em>inUserData</em></span></td><td>)</td>
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- <h2 class="memtitle"><span class="permalink"><a href="#a68c64581b2698ec41f1bbb50913bb48d">◆ </a></span>sFindCollidingPairsCanCollide()</h2>
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- <td class="paramtype">const <a class="el" href="class_body.html">Body</a> &</td> <td class="paramname"><span class="paramname"><em>inBody1</em></span>, </td>
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- <td class="paramtype">const <a class="el" href="class_body.html">Body</a> &</td> <td class="paramname"><span class="paramname"><em>inBody2</em></span> )</td>
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- <p>Helper function for <a class="el" href="class_broad_phase.html#aecd92cc792c15c624b97eeeac11cc468">BroadPhase::FindCollidingPairs</a> that returns true when two bodies can collide It assumes that body 1 is dynamic and active and guarantees that it body 1 collides with body 2 that body 2 will not collide with body 1 in order to avoid finding duplicate collision pairs </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a3c0a6198eb89412439dfcaef56eadade">◆ </a></span>SubPositionStep()</h2>
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- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inLinearVelocityTimesDeltaTime</em></span></td><td>)</td>
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- <h2 class="memtitle"><span class="permalink"><a href="#ab0df53d82e3a8356fac91d178b30c369">◆ </a></span>SubRotationStep()</h2>
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- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inAngularVelocityTimesDeltaTime</em></span></td><td>)</td>
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- <h2 class="memtitle"><span class="permalink"><a href="#a0c81be8ceb81f10124d14a45b670ea9a">◆ </a></span>UpdateCenterOfMassInternal()</h2>
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- <td class="memname">void Body::UpdateCenterOfMassInternal </td>
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- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inPreviousCenterOfMass</em></span>, </td>
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- <p>Updates the center of mass and optionally mass properties after shifting the center of mass or changes to the shape (should only be called by the <a class="el" href="class_body_interface.html">BodyInterface</a> since it also requires updating the broadphase) </p><dl class="params"><dt>Parameters</dt><dd>
- <table class="params">
- <tr><td class="paramname">inPreviousCenterOfMass</td><td>Center of mass of the shape before the alterations </td></tr>
- <tr><td class="paramname">inUpdateMassProperties</td><td>When true, the mass and inertia tensor is recalculated </td></tr>
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- <h2 class="memtitle"><span class="permalink"><a href="#a047680ce755ba6d66aa078b317bb037f">◆ </a></span>UpdateSleepStateInternal()</h2>
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- <td class="memname"><a class="el" href="_motion_properties_8h.html#a97f69c4b07965ef22ebe08465e1c3db0">ECanSleep</a> Body::UpdateSleepStateInternal </td>
- <td>(</td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inDeltaTime</em></span>, </td>
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- <p>Update eligibility for sleeping. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#aed0987087ec4b3c3571c6a6a339361ad">◆ </a></span>ValidateContactCacheInternal()</h2>
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- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
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- <p>Reset the collision cache invalid flag (should only be called by the <a class="el" href="class_body_manager.html">BodyManager</a>). </p>
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- <h2 class="groupheader">Friends And Related Symbol Documentation</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#a58dc89a83d8c4dc28bd5f6e8c0ed35c8">◆ </a></span>BodyManager</h2>
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- <span class="mlabels"><span class="mlabel">friend</span></span> </td>
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- <a id="a9e3350c41c89f980a2198b359ba62857" name="a9e3350c41c89f980a2198b359ba62857"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a9e3350c41c89f980a2198b359ba62857">◆ </a></span>BodyWithMotionProperties</h2>
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- <a id="adce65bfd20d74b92a90a53883a218dee" name="adce65bfd20d74b92a90a53883a218dee"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#adce65bfd20d74b92a90a53883a218dee">◆ </a></span>SoftBodyWithMotionPropertiesAndShape</h2>
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- <h2 class="groupheader">Member Data Documentation</h2>
- <a id="a636e301ffa9150e9df74895863394ee4" name="a636e301ffa9150e9df74895863394ee4"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a636e301ffa9150e9df74895863394ee4">◆ </a></span>cInactiveIndex</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a> Body::cInactiveIndex = MotionProperties::cInactiveIndex</td>
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- <p>Constant indicating that body is not active. </p>
- </div>
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- <a id="a8dd9a53f984efe2ced2f73ee084f636a" name="a8dd9a53f984efe2ced2f73ee084f636a"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a8dd9a53f984efe2ced2f73ee084f636a">◆ </a></span>sFixedToWorld</h2>
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- <td class="memname"><a class="el" href="class_body.html">Body</a> Body::sFixedToWorld</td>
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- <p>A dummy body that can be used by constraints to attach a constraint to the world instead of another body. </p>
- </div>
- </div>
- <hr/>The documentation for this class was generated from the following files:<ul>
- <li>Jolt/Physics/Body/<a class="el" href="_body_8h_source.html">Body.h</a></li>
- <li>Jolt/Physics/Body/<a class="el" href="_body_8cpp.html">Body.cpp</a></li>
- <li>Jolt/Physics/Body/<a class="el" href="_body_8inl_source.html">Body.inl</a></li>
- </ul>
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