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- <a href="#pub-methods">Public Member Functions</a> |
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- <p>The <a class="el" href="class_body.html">Body</a> class only keeps track of state for static bodies, the <a class="el" href="class_motion_properties.html" title="The Body class only keeps track of state for static bodies, the MotionProperties class keeps the addi...">MotionProperties</a> class keeps the additional state needed for a moving <a class="el" href="class_body.html">Body</a>. It has a 1-on-1 relationship with the body.
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- <p><code>#include <<a class="el" href="_motion_properties_8h_source.html">MotionProperties.h</a>></code></p>
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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:acd43aa954cec19be744724fd633f892a" id="r_acd43aa954cec19be744724fd633f892a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_memory_8h.html#a91074fb218fe28954a0938c099ddd9e0">JPH_OVERRIDE_NEW_DELETE</a> <a class="el" href="_motion_quality_8h.html#af43db3453103c2e62526f54dd8542d3a">EMotionQuality</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#acd43aa954cec19be744724fd633f892a">GetMotionQuality</a> () const</td></tr>
- <tr class="memdesc:acd43aa954cec19be744724fd633f892a"><td class="mdescLeft"> </td><td class="mdescRight">Motion quality, or how well it detects collisions when it has a high velocity. <br /></td></tr>
- <tr class="separator:acd43aa954cec19be744724fd633f892a"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:ae2bc5e1e111514783c9df29987815516" id="r_ae2bc5e1e111514783c9df29987815516"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_allowed_d_o_fs_8h.html#a47bc570d6b4f457c417078ebab07d913">EAllowedDOFs</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#ae2bc5e1e111514783c9df29987815516">GetAllowedDOFs</a> () const</td></tr>
- <tr class="memdesc:ae2bc5e1e111514783c9df29987815516"><td class="mdescLeft"> </td><td class="mdescRight">Get the allowed degrees of freedom that this body has (this can be changed by calling SetMassProperties) <br /></td></tr>
- <tr class="separator:ae2bc5e1e111514783c9df29987815516"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:ae85a09814d25c0550eb408d3798e7f08" id="r_ae85a09814d25c0550eb408d3798e7f08"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="#ae85a09814d25c0550eb408d3798e7f08">GetAllowSleeping</a> () const</td></tr>
- <tr class="memdesc:ae85a09814d25c0550eb408d3798e7f08"><td class="mdescLeft"> </td><td class="mdescRight">If this body can go to sleep. <br /></td></tr>
- <tr class="separator:ae85a09814d25c0550eb408d3798e7f08"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a6478c1ccabfc23ee9ce98faa0643c080" id="r_a6478c1ccabfc23ee9ce98faa0643c080"><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="#a6478c1ccabfc23ee9ce98faa0643c080">GetLinearVelocity</a> () const</td></tr>
- <tr class="memdesc:a6478c1ccabfc23ee9ce98faa0643c080"><td class="mdescLeft"> </td><td class="mdescRight">Get world space linear velocity of the center of mass. <br /></td></tr>
- <tr class="separator:a6478c1ccabfc23ee9ce98faa0643c080"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a083c86092c13479288dcc63c02e11f30" id="r_a083c86092c13479288dcc63c02e11f30"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a083c86092c13479288dcc63c02e11f30">SetLinearVelocity</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inLinearVelocity)</td></tr>
- <tr class="memdesc:a083c86092c13479288dcc63c02e11f30"><td class="mdescLeft"> </td><td class="mdescRight">Set world space linear velocity of the center of mass. <br /></td></tr>
- <tr class="separator:a083c86092c13479288dcc63c02e11f30"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a5e9dad9b92aa67163bed3200709be901" id="r_a5e9dad9b92aa67163bed3200709be901"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5e9dad9b92aa67163bed3200709be901">SetLinearVelocityClamped</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inLinearVelocity)</td></tr>
- <tr class="memdesc:a5e9dad9b92aa67163bed3200709be901"><td class="mdescLeft"> </td><td class="mdescRight">Set world space linear velocity of the center of mass, will make sure the value is clamped against the maximum linear velocity. <br /></td></tr>
- <tr class="separator:a5e9dad9b92aa67163bed3200709be901"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a66348339a05a43b730e1591273aace18" id="r_a66348339a05a43b730e1591273aace18"><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="#a66348339a05a43b730e1591273aace18">GetAngularVelocity</a> () const</td></tr>
- <tr class="memdesc:a66348339a05a43b730e1591273aace18"><td class="mdescLeft"> </td><td class="mdescRight">Get world space angular velocity of the center of mass. <br /></td></tr>
- <tr class="separator:a66348339a05a43b730e1591273aace18"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:aa647afa51bbc165ebfa4f791fbb1f71f" id="r_aa647afa51bbc165ebfa4f791fbb1f71f"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#aa647afa51bbc165ebfa4f791fbb1f71f">SetAngularVelocity</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inAngularVelocity)</td></tr>
- <tr class="memdesc:aa647afa51bbc165ebfa4f791fbb1f71f"><td class="mdescLeft"> </td><td class="mdescRight">Set world space angular velocity of the center of mass. <br /></td></tr>
- <tr class="separator:aa647afa51bbc165ebfa4f791fbb1f71f"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a2b76b04c1ab039a881788d8a4ae7c115" id="r_a2b76b04c1ab039a881788d8a4ae7c115"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a2b76b04c1ab039a881788d8a4ae7c115">SetAngularVelocityClamped</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inAngularVelocity)</td></tr>
- <tr class="memdesc:a2b76b04c1ab039a881788d8a4ae7c115"><td class="mdescLeft"> </td><td class="mdescRight">Set world space angular velocity of the center of mass, will make sure the value is clamped against the maximum angular velocity. <br /></td></tr>
- <tr class="separator:a2b76b04c1ab039a881788d8a4ae7c115"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:afc2471d63f11da6c88141a1adedf6149" id="r_afc2471d63f11da6c88141a1adedf6149"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#afc2471d63f11da6c88141a1adedf6149">MoveKinematic</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inDeltaPosition, <a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a> inDeltaRotation, float inDeltaTime)</td></tr>
- <tr class="memdesc:afc2471d63f11da6c88141a1adedf6149"><td class="mdescLeft"> </td><td class="mdescRight">Set velocity of body such that it will be rotate/translate by inDeltaPosition/Rotation in inDeltaTime seconds. <br /></td></tr>
- <tr class="separator:afc2471d63f11da6c88141a1adedf6149"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a2cc70977a90ef8a3bed8a60902f3c2db" id="r_a2cc70977a90ef8a3bed8a60902f3c2db"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a2cc70977a90ef8a3bed8a60902f3c2db">ClampLinearVelocity</a> ()</td></tr>
- <tr class="memdesc:a2cc70977a90ef8a3bed8a60902f3c2db"><td class="mdescLeft"> </td><td class="mdescRight">Clamp velocity according to limit. <br /></td></tr>
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- <tr class="memitem:a098c27b3679ec968b9400a64c53f90c9" id="r_a098c27b3679ec968b9400a64c53f90c9"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a098c27b3679ec968b9400a64c53f90c9">ClampAngularVelocity</a> ()</td></tr>
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- <tr class="memitem:a8f94e1d248e0ff62aa7496e2092924a8" id="r_a8f94e1d248e0ff62aa7496e2092924a8"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8f94e1d248e0ff62aa7496e2092924a8">GetLinearDamping</a> () const</td></tr>
- <tr class="memdesc:a8f94e1d248e0ff62aa7496e2092924a8"><td class="mdescLeft"> </td><td class="mdescRight">Get linear damping: dv/dt = -c * v. c. Value should be zero or positive and is usually close to 0. <br /></td></tr>
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- <tr class="memitem:acebdeeddc6f51f570414a094cf668992" id="r_acebdeeddc6f51f570414a094cf668992"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#acebdeeddc6f51f570414a094cf668992">SetLinearDamping</a> (float inLinearDamping)</td></tr>
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- <tr class="memitem:a778022ed795539ac55eb26f7bd4080e6" id="r_a778022ed795539ac55eb26f7bd4080e6"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="#a778022ed795539ac55eb26f7bd4080e6">GetAngularDamping</a> () const</td></tr>
- <tr class="memdesc:a778022ed795539ac55eb26f7bd4080e6"><td class="mdescLeft"> </td><td class="mdescRight">Get angular damping: dw/dt = -c * w. c. Value should be zero or positive and is usually close to 0. <br /></td></tr>
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- <tr class="memitem:ae036052c7d094e459a17cdc6c9b8a0ce" id="r_ae036052c7d094e459a17cdc6c9b8a0ce"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#ae036052c7d094e459a17cdc6c9b8a0ce">SetAngularDamping</a> (float inAngularDamping)</td></tr>
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- <tr class="memitem:a512531eb6b5f90a69deca6a0d0889243" id="r_a512531eb6b5f90a69deca6a0d0889243"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="#a512531eb6b5f90a69deca6a0d0889243">GetGravityFactor</a> () const</td></tr>
- <tr class="memdesc:a512531eb6b5f90a69deca6a0d0889243"><td class="mdescLeft"> </td><td class="mdescRight">Get gravity factor (1 = normal gravity, 0 = no gravity) <br /></td></tr>
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- <tr class="memitem:a8cc6486eb03942da485948ba1cadb78c" id="r_a8cc6486eb03942da485948ba1cadb78c"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8cc6486eb03942da485948ba1cadb78c">SetGravityFactor</a> (float inGravityFactor)</td></tr>
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- <tr class="memitem:ae935a749f1bb737668ba853c4b1d54df" id="r_ae935a749f1bb737668ba853c4b1d54df"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#ae935a749f1bb737668ba853c4b1d54df">SetMassProperties</a> (<a class="el" href="_allowed_d_o_fs_8h.html#a47bc570d6b4f457c417078ebab07d913">EAllowedDOFs</a> inAllowedDOFs, const <a class="el" href="class_mass_properties.html">MassProperties</a> &inMassProperties)</td></tr>
- <tr class="memdesc:ae935a749f1bb737668ba853c4b1d54df"><td class="mdescLeft"> </td><td class="mdescRight">Set the mass and inertia tensor. <br /></td></tr>
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- <tr class="memitem:a8a959bd2f7d8eb581d999e3b01920aa8" id="r_a8a959bd2f7d8eb581d999e3b01920aa8"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8a959bd2f7d8eb581d999e3b01920aa8">GetInverseMass</a> () const</td></tr>
- <tr class="memdesc:a8a959bd2f7d8eb581d999e3b01920aa8"><td class="mdescLeft"> </td><td class="mdescRight">Get inverse mass (1 / mass). Should only be called on a dynamic object (static or kinematic bodies have infinite mass so should be treated as 1 / mass = 0) <br /></td></tr>
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- <tr class="memitem:a5f3ae7ce5fe716cf9dc83f05553164b0" id="r_a5f3ae7ce5fe716cf9dc83f05553164b0"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5f3ae7ce5fe716cf9dc83f05553164b0">GetInverseMassUnchecked</a> () const</td></tr>
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- <tr class="memitem:a9bf9425aab99ea920b73577819e579b1" id="r_a9bf9425aab99ea920b73577819e579b1"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a9bf9425aab99ea920b73577819e579b1">SetInverseMass</a> (float inInverseMass)</td></tr>
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- <tr class="memitem:a4a60f30bee17d06efaa9fa368f70e260" id="r_a4a60f30bee17d06efaa9fa368f70e260"><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="#a4a60f30bee17d06efaa9fa368f70e260">GetInverseInertiaDiagonal</a> () const</td></tr>
- <tr class="memdesc:a4a60f30bee17d06efaa9fa368f70e260"><td class="mdescLeft"> </td><td class="mdescRight">Diagonal of inverse inertia matrix: D. Should only be called on a dynamic object (static or kinematic bodies have infinite mass so should be treated as D = 0) <br /></td></tr>
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- <tr class="memitem:a300d1a36925946850e301155c70b7bef" id="r_a300d1a36925946850e301155c70b7bef"><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="#a300d1a36925946850e301155c70b7bef">GetInertiaRotation</a> () const</td></tr>
- <tr class="memdesc:a300d1a36925946850e301155c70b7bef"><td class="mdescLeft"> </td><td class="mdescRight">Rotation (R) that takes inverse inertia diagonal to local space: \(I_{body}^{-1} = R \: D \: R^{-1}\). <br /></td></tr>
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- <tr class="memitem:a509aafb031d301cbef7e2efdd16ee3dd" id="r_a509aafb031d301cbef7e2efdd16ee3dd"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a509aafb031d301cbef7e2efdd16ee3dd">SetInverseInertia</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inDiagonal, <a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a> inRot)</td></tr>
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- <tr class="memitem:a0c437b5479bd58417b50be0da6b852f7" id="r_a0c437b5479bd58417b50be0da6b852f7"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a0c437b5479bd58417b50be0da6b852f7">ScaleToMass</a> (float inMass)</td></tr>
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- <tr class="memitem:ad52e9ac8d614918a8dc9c80f22b4847e" id="r_ad52e9ac8d614918a8dc9c80f22b4847e"><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="#ad52e9ac8d614918a8dc9c80f22b4847e">GetLocalSpaceInverseInertia</a> () const</td></tr>
- <tr class="memdesc:ad52e9ac8d614918a8dc9c80f22b4847e"><td class="mdescLeft"> </td><td class="mdescRight">Get inverse inertia matrix ( \(I_{body}^{-1}\)). Will be a matrix of zeros for a static or kinematic object. <br /></td></tr>
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- <tr class="memitem:a994dad1b2bf71b0f0394bec77fcb9b8e" id="r_a994dad1b2bf71b0f0394bec77fcb9b8e"><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="#a994dad1b2bf71b0f0394bec77fcb9b8e">GetLocalSpaceInverseInertiaUnchecked</a> () const</td></tr>
- <tr class="memdesc:a994dad1b2bf71b0f0394bec77fcb9b8e"><td class="mdescLeft"> </td><td class="mdescRight">Same as <a class="el" href="#ad52e9ac8d614918a8dc9c80f22b4847e" title="Get inverse inertia matrix ( ). Will be a matrix of zeros for a static or kinematic object.">GetLocalSpaceInverseInertia()</a> but doesn't check if the body is dynamic. <br /></td></tr>
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- <tr class="memitem:ab95f2b1c9b6bd9b6082f8cee8a7e1858" id="r_ab95f2b1c9b6bd9b6082f8cee8a7e1858"><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="#ab95f2b1c9b6bd9b6082f8cee8a7e1858">GetInverseInertiaForRotation</a> (<a class="el" href="_math_types_8h.html#af10dd31c5ad4acb62aba8025732597e6">Mat44Arg</a> inRotation) const</td></tr>
- <tr class="memdesc:ab95f2b1c9b6bd9b6082f8cee8a7e1858"><td class="mdescLeft"> </td><td class="mdescRight">Get inverse inertia matrix ( \(I^{-1}\)) for a given object rotation (translation will be ignored). Zero if object is static or kinematic. <br /></td></tr>
- <tr class="separator:ab95f2b1c9b6bd9b6082f8cee8a7e1858"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:aa8a73ea7940a316151262ed9a28c4fbb" id="r_aa8a73ea7940a316151262ed9a28c4fbb"><td class="memItemLeft" align="right" valign="top">JPH_INLINE <a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#aa8a73ea7940a316151262ed9a28c4fbb">MultiplyWorldSpaceInverseInertiaByVector</a> (<a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a> inBodyRotation, <a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inV) const</td></tr>
- <tr class="memdesc:aa8a73ea7940a316151262ed9a28c4fbb"><td class="mdescLeft"> </td><td class="mdescRight">Multiply a vector with the inverse world space inertia tensor ( \(I_{world}^{-1}\)). Zero if object is static or kinematic. <br /></td></tr>
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- <tr class="memitem:a3b3277de19d5dc081a6e15111f7dc14c" id="r_a3b3277de19d5dc081a6e15111f7dc14c"><td class="memItemLeft" align="right" valign="top">JPH_INLINE <a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a3b3277de19d5dc081a6e15111f7dc14c">GetPointVelocityCOM</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inPointRelativeToCOM) const</td></tr>
- <tr class="memdesc:a3b3277de19d5dc081a6e15111f7dc14c"><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:ab2db20476c9ab24b796a9f5877caaea5" id="r_ab2db20476c9ab24b796a9f5877caaea5"><td class="memItemLeft" align="right" valign="top">JPH_INLINE <a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#ab2db20476c9ab24b796a9f5877caaea5">GetAccumulatedForce</a> () const</td></tr>
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- <tr class="memitem:a73cef0ab26c9bc15a2908e632c953bc2" id="r_a73cef0ab26c9bc15a2908e632c953bc2"><td class="memItemLeft" align="right" valign="top">JPH_INLINE <a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a73cef0ab26c9bc15a2908e632c953bc2">GetAccumulatedTorque</a> () const</td></tr>
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- <tr class="memitem:a98ccf77045902a10f5665ba7208b67f4" id="r_a98ccf77045902a10f5665ba7208b67f4"><td class="memItemLeft" align="right" valign="top">JPH_INLINE void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a98ccf77045902a10f5665ba7208b67f4">ResetForce</a> ()</td></tr>
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- <tr class="memitem:afed5a48ab2a5e703c00e2e9ef2e0c68a" id="r_afed5a48ab2a5e703c00e2e9ef2e0c68a"><td class="memItemLeft" align="right" valign="top">JPH_INLINE void </td><td class="memItemRight" valign="bottom"><a class="el" href="#afed5a48ab2a5e703c00e2e9ef2e0c68a">ResetTorque</a> ()</td></tr>
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- <tr class="memitem:a6e4c20984b986f7f3e474eee9d54a612" id="r_a6e4c20984b986f7f3e474eee9d54a612"><td class="memItemLeft" align="right" valign="top">JPH_INLINE void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a6e4c20984b986f7f3e474eee9d54a612">ResetMotion</a> ()</td></tr>
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- <tr class="memitem:a8da4f3c3b9d4afe28293492923f1dee0" id="r_a8da4f3c3b9d4afe28293492923f1dee0"><td class="memItemLeft" align="right" valign="top">JPH_INLINE <a class="el" href="class_u_vec4.html">UVec4</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8da4f3c3b9d4afe28293492923f1dee0">GetLinearDOFsMask</a> () const</td></tr>
- <tr class="memdesc:a8da4f3c3b9d4afe28293492923f1dee0"><td class="mdescLeft"> </td><td class="mdescRight">Returns a vector where the linear components that are not allowed by mAllowedDOFs are set to 0 and the rest to 0xffffffff. <br /></td></tr>
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- <tr class="memitem:ab7168117a82829c137798ff843900104" id="r_ab7168117a82829c137798ff843900104"><td class="memItemLeft" align="right" valign="top">JPH_INLINE <a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#ab7168117a82829c137798ff843900104">LockTranslation</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inV) const</td></tr>
- <tr class="memdesc:ab7168117a82829c137798ff843900104"><td class="mdescLeft"> </td><td class="mdescRight">Takes a translation vector inV and returns a vector where the components that are not allowed by mAllowedDOFs are set to 0. <br /></td></tr>
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- <tr class="memitem:ae0c08282aaf3b1a38cd958c32840e329" id="r_ae0c08282aaf3b1a38cd958c32840e329"><td class="memItemLeft" align="right" valign="top">JPH_INLINE <a class="el" href="class_u_vec4.html">UVec4</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#ae0c08282aaf3b1a38cd958c32840e329">GetAngularDOFsMask</a> () const</td></tr>
- <tr class="memdesc:ae0c08282aaf3b1a38cd958c32840e329"><td class="mdescLeft"> </td><td class="mdescRight">Returns a vector where the angular components that are not allowed by mAllowedDOFs are set to 0 and the rest to 0xffffffff. <br /></td></tr>
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- <tr class="memitem:a6bfec52a7ff3345d6fefd3f84faf6be7" id="r_a6bfec52a7ff3345d6fefd3f84faf6be7"><td class="memItemLeft" align="right" valign="top">JPH_INLINE <a class="el" href="class_vec3.html">Vec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a6bfec52a7ff3345d6fefd3f84faf6be7">LockAngular</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inV) const</td></tr>
- <tr class="memdesc:a6bfec52a7ff3345d6fefd3f84faf6be7"><td class="mdescLeft"> </td><td class="mdescRight">Takes an angular velocity / torque vector inV and returns a vector where the components that are not allowed by mAllowedDOFs are set to 0. <br /></td></tr>
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- <tr class="memitem:a167bd8cbbb918e630e2b297841165234" id="r_a167bd8cbbb918e630e2b297841165234"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a167bd8cbbb918e630e2b297841165234">SetNumVelocityStepsOverride</a> (<a class="el" href="_core_8h.html#a69aa29b598b851b0640aa225a9e5d61d">uint</a> inN)</td></tr>
- <tr class="memdesc:a167bd8cbbb918e630e2b297841165234"><td class="mdescLeft"> </td><td class="mdescRight">Used only when this body is dynamic and colliding. Override for the number of solver velocity iterations to run, 0 means use the default in <a class="el" href="struct_physics_settings.html#a66af679ba7f202b402bb23d0a0e117ad">PhysicsSettings::mNumVelocitySteps</a>. The number of iterations to use is the max of all contacts and constraints in the island. <br /></td></tr>
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- <tr class="memitem:a5f3564a6a505e92239eea4ba544fc119" id="r_a5f3564a6a505e92239eea4ba544fc119"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_core_8h.html#a69aa29b598b851b0640aa225a9e5d61d">uint</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5f3564a6a505e92239eea4ba544fc119">GetNumVelocityStepsOverride</a> () const</td></tr>
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- <tr class="memitem:ae261a122f450a34d6a9d06e66d21e7f0" id="r_ae261a122f450a34d6a9d06e66d21e7f0"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#ae261a122f450a34d6a9d06e66d21e7f0">SetNumPositionStepsOverride</a> (<a class="el" href="_core_8h.html#a69aa29b598b851b0640aa225a9e5d61d">uint</a> inN)</td></tr>
- <tr class="memdesc:ae261a122f450a34d6a9d06e66d21e7f0"><td class="mdescLeft"> </td><td class="mdescRight">Used only when this body is dynamic and colliding. Override for the number of solver position iterations to run, 0 means use the default in <a class="el" href="struct_physics_settings.html#a3724f8c1ef9269076dac93c4d7b7cfdb" title="Number of solver position iterations to run.">PhysicsSettings::mNumPositionSteps</a>. The number of iterations to use is the max of all contacts and constraints in the island. <br /></td></tr>
- <tr class="separator:ae261a122f450a34d6a9d06e66d21e7f0"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a4e7820bc189da3db3f2135686bfa0e9d" id="r_a4e7820bc189da3db3f2135686bfa0e9d"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_core_8h.html#a69aa29b598b851b0640aa225a9e5d61d">uint</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a4e7820bc189da3db3f2135686bfa0e9d">GetNumPositionStepsOverride</a> () const</td></tr>
- <tr class="separator:a4e7820bc189da3db3f2135686bfa0e9d"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a78c58cb27772068a0aa3cbe286ddaf0b" id="r_a78c58cb27772068a0aa3cbe286ddaf0b"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a78c58cb27772068a0aa3cbe286ddaf0b">ApplyGyroscopicForceInternal</a> (<a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a> inBodyRotation, float inDeltaTime)</td></tr>
- <tr class="memdesc:a78c58cb27772068a0aa3cbe286ddaf0b"><td class="mdescLeft"> </td><td class="mdescRight">Apply the gyroscopic force (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>
- <tr class="separator:a78c58cb27772068a0aa3cbe286ddaf0b"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:ae1d0e7670106211909852cd6844286d9" id="r_ae1d0e7670106211909852cd6844286d9"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#ae1d0e7670106211909852cd6844286d9">ApplyForceTorqueAndDragInternal</a> (<a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a> inBodyRotation, <a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inGravity, float inDeltaTime)</td></tr>
- <tr class="memdesc:ae1d0e7670106211909852cd6844286d9"><td class="mdescLeft"> </td><td class="mdescRight">Apply all accumulated forces, torques and drag (should only be called by the <a class="el" href="class_physics_system.html">PhysicsSystem</a>) <br /></td></tr>
- <tr class="separator:ae1d0e7670106211909852cd6844286d9"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a0907c71717fa56d6af7dfc642bc56e2b" id="r_a0907c71717fa56d6af7dfc642bc56e2b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a0907c71717fa56d6af7dfc642bc56e2b">GetIslandIndexInternal</a> () const</td></tr>
- <tr class="memdesc:a0907c71717fa56d6af7dfc642bc56e2b"><td class="mdescLeft"> </td><td class="mdescRight">Access to the island index. <br /></td></tr>
- <tr class="separator:a0907c71717fa56d6af7dfc642bc56e2b"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a7609b8a4460b1fb13fa4079beff33e92" id="r_a7609b8a4460b1fb13fa4079beff33e92"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a7609b8a4460b1fb13fa4079beff33e92">SetIslandIndexInternal</a> (<a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a> inIndex)</td></tr>
- <tr class="separator:a7609b8a4460b1fb13fa4079beff33e92"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a8f27aeee8dec3e0e94479bd233ca9d2f" id="r_a8f27aeee8dec3e0e94479bd233ca9d2f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8f27aeee8dec3e0e94479bd233ca9d2f">GetIndexInActiveBodiesInternal</a> () const</td></tr>
- <tr class="memdesc:a8f27aeee8dec3e0e94479bd233ca9d2f"><td class="mdescLeft"> </td><td class="mdescRight">Access to the index in the active bodies array. <br /></td></tr>
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- <tr class="memitem:aad3b333b7af3e3b39be95edf9b69d133" id="r_aad3b333b7af3e3b39be95edf9b69d133"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#aad3b333b7af3e3b39be95edf9b69d133">ResetSleepTestSpheres</a> (const <a class="el" href="_real_8h.html#ae088dda635fb0ba1c96ea179d384ca40">RVec3</a> *inPoints)</td></tr>
- <tr class="memdesc:aad3b333b7af3e3b39be95edf9b69d133"><td class="mdescLeft"> </td><td class="mdescRight">Reset spheres to center around inPoints with radius 0. <br /></td></tr>
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- <tr class="memitem:a9cbe62f9eebdc6f63c82d9e52ef352fe" id="r_a9cbe62f9eebdc6f63c82d9e52ef352fe"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a9cbe62f9eebdc6f63c82d9e52ef352fe">ResetSleepTestTimer</a> ()</td></tr>
- <tr class="memdesc:a9cbe62f9eebdc6f63c82d9e52ef352fe"><td class="mdescLeft"> </td><td class="mdescRight">Reset the sleep test timer without resetting the sleep test spheres. <br /></td></tr>
- <tr class="separator:a9cbe62f9eebdc6f63c82d9e52ef352fe"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a1342087f5bae51bc6d46542ae29bca66" id="r_a1342087f5bae51bc6d46542ae29bca66"><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="#a1342087f5bae51bc6d46542ae29bca66">AccumulateSleepTime</a> (float inDeltaTime, float inTimeBeforeSleep)</td></tr>
- <tr class="memdesc:a1342087f5bae51bc6d46542ae29bca66"><td class="mdescLeft"> </td><td class="mdescRight">Accumulate sleep time and return if a body can go to sleep. <br /></td></tr>
- <tr class="separator:a1342087f5bae51bc6d46542ae29bca66"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a9e308e4fb4cbb6c7dad8fe6b65d71aca" id="r_a9e308e4fb4cbb6c7dad8fe6b65d71aca"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a9e308e4fb4cbb6c7dad8fe6b65d71aca">SaveState</a> (<a class="el" href="class_state_recorder.html">StateRecorder</a> &inStream) const</td></tr>
- <tr class="memdesc:a9e308e4fb4cbb6c7dad8fe6b65d71aca"><td class="mdescLeft"> </td><td class="mdescRight">Saving state for replay. <br /></td></tr>
- <tr class="separator:a9e308e4fb4cbb6c7dad8fe6b65d71aca"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a09a1e9e46776c7d15cdd2b19c4a146f6" id="r_a09a1e9e46776c7d15cdd2b19c4a146f6"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a09a1e9e46776c7d15cdd2b19c4a146f6">RestoreState</a> (<a class="el" href="class_state_recorder.html">StateRecorder</a> &inStream)</td></tr>
- <tr class="memdesc:a09a1e9e46776c7d15cdd2b19c4a146f6"><td class="mdescLeft"> </td><td class="mdescRight">Restoring state for replay. <br /></td></tr>
- <tr class="separator:a09a1e9e46776c7d15cdd2b19c4a146f6"><td class="memSeparator" colspan="2"> </td></tr>
- <tr><td colspan="2"><div class="groupHeader">Velocity limits</div></td></tr>
- <tr class="memitem:a322397545544a5b330d68fa894e021cf" id="r_a322397545544a5b330d68fa894e021cf"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="#a322397545544a5b330d68fa894e021cf">GetMaxLinearVelocity</a> () const</td></tr>
- <tr class="memdesc:a322397545544a5b330d68fa894e021cf"><td class="mdescLeft"> </td><td class="mdescRight">Maximum linear velocity that a body can achieve. Used to prevent the system from exploding. <br /></td></tr>
- <tr class="separator:a322397545544a5b330d68fa894e021cf"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:ac452632a71e6ba6de822339be8c3ee80" id="r_ac452632a71e6ba6de822339be8c3ee80"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#ac452632a71e6ba6de822339be8c3ee80">SetMaxLinearVelocity</a> (float inLinearVelocity)</td></tr>
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- <tr class="memitem:a5c7901aaa430061775c7c39af08168db" id="r_a5c7901aaa430061775c7c39af08168db"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5c7901aaa430061775c7c39af08168db">GetMaxAngularVelocity</a> () const</td></tr>
- <tr class="memdesc:a5c7901aaa430061775c7c39af08168db"><td class="mdescLeft"> </td><td class="mdescRight">Maximum angular velocity that a body can achieve. Used to prevent the system from exploding. <br /></td></tr>
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- <tr class="memitem:a6665e01c407036815ac084edcf28d53f" id="r_a6665e01c407036815ac084edcf28d53f"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a6665e01c407036815ac084edcf28d53f">SetMaxAngularVelocity</a> (float inAngularVelocity)</td></tr>
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- <tr><td colspan="2"><div class="groupHeader">Update linear and angular velocity (used during constraint solving)</div></td></tr>
- <tr class="memitem:a5b570eb5488b3ca5f0c1b48ef0cf6dbe" id="r_a5b570eb5488b3ca5f0c1b48ef0cf6dbe"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a5b570eb5488b3ca5f0c1b48ef0cf6dbe">AddLinearVelocityStep</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inLinearVelocityChange)</td></tr>
- <tr class="separator:a5b570eb5488b3ca5f0c1b48ef0cf6dbe"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a81a597bd1f9f40f3fbf36991203a5280" id="r_a81a597bd1f9f40f3fbf36991203a5280"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a81a597bd1f9f40f3fbf36991203a5280">SubLinearVelocityStep</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inLinearVelocityChange)</td></tr>
- <tr class="separator:a81a597bd1f9f40f3fbf36991203a5280"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:afb12aa823a651145b46b271570a7af59" id="r_afb12aa823a651145b46b271570a7af59"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#afb12aa823a651145b46b271570a7af59">AddAngularVelocityStep</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inAngularVelocityChange)</td></tr>
- <tr class="separator:afb12aa823a651145b46b271570a7af59"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a98672fc0c6884643944e570e1d78ac07" id="r_a98672fc0c6884643944e570e1d78ac07"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a98672fc0c6884643944e570e1d78ac07">SubAngularVelocityStep</a> (<a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inAngularVelocityChange)</td></tr>
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- </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:aacb0f4e9211a3b16ae353726f0b2895b" id="r_aacb0f4e9211a3b16ae353726f0b2895b"><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="#aacb0f4e9211a3b16ae353726f0b2895b">cInactiveIndex</a> = <a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a>(-1)</td></tr>
- <tr class="memdesc:aacb0f4e9211a3b16ae353726f0b2895b"><td class="mdescLeft"> </td><td class="mdescRight">Constant indicating that body is not active. <br /></td></tr>
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- </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>
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- <tr class="memitem:a8858f397a273114ddc1443880bb5540e" id="r_a8858f397a273114ddc1443880bb5540e"><td class="memItemLeft" align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8858f397a273114ddc1443880bb5540e">Body</a></td></tr>
- <tr class="separator:a8858f397a273114ddc1443880bb5540e"><td class="memSeparator" colspan="2"> </td></tr>
- </table>
- <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
- <div class="textblock"><p>The <a class="el" href="class_body.html">Body</a> class only keeps track of state for static bodies, the <a class="el" href="class_motion_properties.html" title="The Body class only keeps track of state for static bodies, the MotionProperties class keeps the addi...">MotionProperties</a> class keeps the additional state needed for a moving <a class="el" href="class_body.html">Body</a>. It has a 1-on-1 relationship with the body. </p>
- </div><h2 class="groupheader">Member Function Documentation</h2>
- <a id="a1342087f5bae51bc6d46542ae29bca66" name="a1342087f5bae51bc6d46542ae29bca66"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a1342087f5bae51bc6d46542ae29bca66">◆ </a></span>AccumulateSleepTime()</h2>
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- <td class="memname"><a class="el" href="_motion_properties_8h.html#a97f69c4b07965ef22ebe08465e1c3db0">ECanSleep</a> MotionProperties::AccumulateSleepTime </td>
- <td>(</td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inDeltaTime</em></span>, </td>
- </tr>
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- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inTimeBeforeSleep</em></span> )</td>
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- <p>Accumulate sleep time and return if a body can go to sleep. </p>
- </div>
- </div>
- <a id="afb12aa823a651145b46b271570a7af59" name="afb12aa823a651145b46b271570a7af59"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#afb12aa823a651145b46b271570a7af59">◆ </a></span>AddAngularVelocityStep()</h2>
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- <td class="memname">void MotionProperties::AddAngularVelocityStep </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>inAngularVelocityChange</em></span></td><td>)</td>
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- </div>
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- <a id="a5b570eb5488b3ca5f0c1b48ef0cf6dbe" name="a5b570eb5488b3ca5f0c1b48ef0cf6dbe"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a5b570eb5488b3ca5f0c1b48ef0cf6dbe">◆ </a></span>AddLinearVelocityStep()</h2>
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- <td class="memname">void MotionProperties::AddLinearVelocityStep </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>inLinearVelocityChange</em></span></td><td>)</td>
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- <h2 class="memtitle"><span class="permalink"><a href="#ae1d0e7670106211909852cd6844286d9">◆ </a></span>ApplyForceTorqueAndDragInternal()</h2>
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- <td class="memname">void MotionProperties::ApplyForceTorqueAndDragInternal </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>inBodyRotation</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="paramkey"></td>
- <td></td>
- <td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>inDeltaTime</em></span> )</td>
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- <p>Apply all accumulated forces, torques and drag (should only be called by the <a class="el" href="class_physics_system.html">PhysicsSystem</a>) </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a78c58cb27772068a0aa3cbe286ddaf0b">◆ </a></span>ApplyGyroscopicForceInternal()</h2>
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- <td class="memname">void MotionProperties::ApplyGyroscopicForceInternal </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>inBodyRotation</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>inDeltaTime</em></span> )</td>
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- </td>
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- <p>Apply the gyroscopic force (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="a098c27b3679ec968b9400a64c53f90c9" name="a098c27b3679ec968b9400a64c53f90c9"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a098c27b3679ec968b9400a64c53f90c9">◆ </a></span>ClampAngularVelocity()</h2>
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- <td class="memname">void MotionProperties::ClampAngularVelocity </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
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- </div>
- </div>
- <a id="a2cc70977a90ef8a3bed8a60902f3c2db" name="a2cc70977a90ef8a3bed8a60902f3c2db"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a2cc70977a90ef8a3bed8a60902f3c2db">◆ </a></span>ClampLinearVelocity()</h2>
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- <td class="memname">void MotionProperties::ClampLinearVelocity </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
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- <p>Clamp velocity according to limit. </p>
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- </div>
- <a id="ab2db20476c9ab24b796a9f5877caaea5" name="ab2db20476c9ab24b796a9f5877caaea5"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#ab2db20476c9ab24b796a9f5877caaea5">◆ </a></span>GetAccumulatedForce()</h2>
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- <td class="memname">JPH_INLINE <a class="el" href="class_vec3.html">Vec3</a> MotionProperties::GetAccumulatedForce </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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- <a id="a73cef0ab26c9bc15a2908e632c953bc2" name="a73cef0ab26c9bc15a2908e632c953bc2"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a73cef0ab26c9bc15a2908e632c953bc2">◆ </a></span>GetAccumulatedTorque()</h2>
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- <td class="memname">JPH_INLINE <a class="el" href="class_vec3.html">Vec3</a> MotionProperties::GetAccumulatedTorque </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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- <h2 class="memtitle"><span class="permalink"><a href="#ae2bc5e1e111514783c9df29987815516">◆ </a></span>GetAllowedDOFs()</h2>
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- <td class="memname"><a class="el" href="_allowed_d_o_fs_8h.html#a47bc570d6b4f457c417078ebab07d913">EAllowedDOFs</a> MotionProperties::GetAllowedDOFs </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>Get the allowed degrees of freedom that this body has (this can be changed by calling SetMassProperties) </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#ae85a09814d25c0550eb408d3798e7f08">◆ </a></span>GetAllowSleeping()</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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- </table>
- </td>
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- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
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- <p>If this body can go to sleep. </p>
- </div>
- </div>
- <a id="a778022ed795539ac55eb26f7bd4080e6" name="a778022ed795539ac55eb26f7bd4080e6"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a778022ed795539ac55eb26f7bd4080e6">◆ </a></span>GetAngularDamping()</h2>
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- <td class="memname">float MotionProperties::GetAngularDamping </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Get angular damping: dw/dt = -c * w. c. Value should be zero or positive and is usually close to 0. </p>
- </div>
- </div>
- <a id="ae0c08282aaf3b1a38cd958c32840e329" name="ae0c08282aaf3b1a38cd958c32840e329"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#ae0c08282aaf3b1a38cd958c32840e329">◆ </a></span>GetAngularDOFsMask()</h2>
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- <td class="memname">JPH_INLINE <a class="el" href="class_u_vec4.html">UVec4</a> MotionProperties::GetAngularDOFsMask </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>Returns a vector where the angular components that are not allowed by mAllowedDOFs are set to 0 and the rest to 0xffffffff. </p>
- </div>
- </div>
- <a id="a66348339a05a43b730e1591273aace18" name="a66348339a05a43b730e1591273aace18"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a66348339a05a43b730e1591273aace18">◆ </a></span>GetAngularVelocity()</h2>
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- <td class="memname"><a class="el" href="class_vec3.html">Vec3</a> MotionProperties::GetAngularVelocity </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>Get world space angular velocity of the center of mass. </p>
- </div>
- </div>
- <a id="a512531eb6b5f90a69deca6a0d0889243" name="a512531eb6b5f90a69deca6a0d0889243"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a512531eb6b5f90a69deca6a0d0889243">◆ </a></span>GetGravityFactor()</h2>
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- <td class="memname">float MotionProperties::GetGravityFactor </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>Get gravity factor (1 = normal gravity, 0 = no gravity) </p>
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- </div>
- <a id="a8f27aeee8dec3e0e94479bd233ca9d2f" name="a8f27aeee8dec3e0e94479bd233ca9d2f"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a8f27aeee8dec3e0e94479bd233ca9d2f">◆ </a></span>GetIndexInActiveBodiesInternal()</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a> MotionProperties::GetIndexInActiveBodiesInternal </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>Access to the index in the active bodies array. </p>
- </div>
- </div>
- <a id="a300d1a36925946850e301155c70b7bef" name="a300d1a36925946850e301155c70b7bef"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a300d1a36925946850e301155c70b7bef">◆ </a></span>GetInertiaRotation()</h2>
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- <td class="memname"><a class="el" href="class_quat.html">Quat</a> MotionProperties::GetInertiaRotation </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>Rotation (R) that takes inverse inertia diagonal to local space: \(I_{body}^{-1} = R \: D \: R^{-1}\). </p>
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- <a id="a4a60f30bee17d06efaa9fa368f70e260" name="a4a60f30bee17d06efaa9fa368f70e260"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a4a60f30bee17d06efaa9fa368f70e260">◆ </a></span>GetInverseInertiaDiagonal()</h2>
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- <td class="memname"><a class="el" href="class_vec3.html">Vec3</a> MotionProperties::GetInverseInertiaDiagonal </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>Diagonal of inverse inertia matrix: D. Should only be called on a dynamic object (static or kinematic bodies have infinite mass so should be treated as D = 0) </p>
- </div>
- </div>
- <a id="ab95f2b1c9b6bd9b6082f8cee8a7e1858" name="ab95f2b1c9b6bd9b6082f8cee8a7e1858"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#ab95f2b1c9b6bd9b6082f8cee8a7e1858">◆ </a></span>GetInverseInertiaForRotation()</h2>
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- <td class="memname"><a class="el" href="class_mat44.html">Mat44</a> MotionProperties::GetInverseInertiaForRotation </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#af10dd31c5ad4acb62aba8025732597e6">Mat44Arg</a></td> <td class="paramname"><span class="paramname"><em>inRotation</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>Get inverse inertia matrix ( \(I^{-1}\)) for a given object rotation (translation will be ignored). Zero if object is static or kinematic. </p>
- </div>
- </div>
- <a id="a8a959bd2f7d8eb581d999e3b01920aa8" name="a8a959bd2f7d8eb581d999e3b01920aa8"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a8a959bd2f7d8eb581d999e3b01920aa8">◆ </a></span>GetInverseMass()</h2>
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- <td class="memname">float MotionProperties::GetInverseMass </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 inverse mass (1 / mass). Should only be called on a dynamic object (static or kinematic bodies have infinite mass so should be treated as 1 / mass = 0) </p>
- </div>
- </div>
- <a id="a5f3ae7ce5fe716cf9dc83f05553164b0" name="a5f3ae7ce5fe716cf9dc83f05553164b0"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a5f3ae7ce5fe716cf9dc83f05553164b0">◆ </a></span>GetInverseMassUnchecked()</h2>
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- <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">
- </div>
- </div>
- <a id="a0907c71717fa56d6af7dfc642bc56e2b" name="a0907c71717fa56d6af7dfc642bc56e2b"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a0907c71717fa56d6af7dfc642bc56e2b">◆ </a></span>GetIslandIndexInternal()</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a> MotionProperties::GetIslandIndexInternal </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 island index. </p>
- </div>
- </div>
- <a id="a8f94e1d248e0ff62aa7496e2092924a8" name="a8f94e1d248e0ff62aa7496e2092924a8"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a8f94e1d248e0ff62aa7496e2092924a8">◆ </a></span>GetLinearDamping()</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>Get linear damping: dv/dt = -c * v. c. Value should be zero or positive and is usually close to 0. </p>
- </div>
- </div>
- <a id="a8da4f3c3b9d4afe28293492923f1dee0" name="a8da4f3c3b9d4afe28293492923f1dee0"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a8da4f3c3b9d4afe28293492923f1dee0">◆ </a></span>GetLinearDOFsMask()</h2>
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- <td class="memname">JPH_INLINE <a class="el" href="class_u_vec4.html">UVec4</a> MotionProperties::GetLinearDOFsMask </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>Returns a vector where the linear components that are not allowed by mAllowedDOFs are set to 0 and the rest to 0xffffffff. </p>
- </div>
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- <h2 class="memtitle"><span class="permalink"><a href="#a6478c1ccabfc23ee9ce98faa0643c080">◆ </a></span>GetLinearVelocity()</h2>
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- <td class="memname"><a class="el" href="class_vec3.html">Vec3</a> MotionProperties::GetLinearVelocity </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Get world space linear velocity of the center of mass. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#ad52e9ac8d614918a8dc9c80f22b4847e">◆ </a></span>GetLocalSpaceInverseInertia()</h2>
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- <td class="memname"><a class="el" href="class_mat44.html">Mat44</a> MotionProperties::GetLocalSpaceInverseInertia </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Get inverse inertia matrix ( \(I_{body}^{-1}\)). Will be a matrix of zeros for a static or kinematic object. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a994dad1b2bf71b0f0394bec77fcb9b8e">◆ </a></span>GetLocalSpaceInverseInertiaUnchecked()</h2>
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- <td class="memname"><a class="el" href="class_mat44.html">Mat44</a> MotionProperties::GetLocalSpaceInverseInertiaUnchecked </td>
- <td>(</td>
- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <p>Same as <a class="el" href="#ad52e9ac8d614918a8dc9c80f22b4847e" title="Get inverse inertia matrix ( ). Will be a matrix of zeros for a static or kinematic object.">GetLocalSpaceInverseInertia()</a> but doesn't check if the body is dynamic. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a5c7901aaa430061775c7c39af08168db">◆ </a></span>GetMaxAngularVelocity()</h2>
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- <td> const</td>
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- <p>Maximum angular velocity that a body can achieve. Used to prevent the system from exploding. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a322397545544a5b330d68fa894e021cf">◆ </a></span>GetMaxLinearVelocity()</h2>
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- <p>Maximum linear velocity that a body can achieve. Used to prevent the system from exploding. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#acd43aa954cec19be744724fd633f892a">◆ </a></span>GetMotionQuality()</h2>
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- <td class="memname"><a class="el" href="_memory_8h.html#a91074fb218fe28954a0938c099ddd9e0">JPH_OVERRIDE_NEW_DELETE</a> <a class="el" href="_motion_quality_8h.html#af43db3453103c2e62526f54dd8542d3a">EMotionQuality</a> MotionProperties::GetMotionQuality </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>Motion quality, or how well it detects collisions when it has a high velocity. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a4e7820bc189da3db3f2135686bfa0e9d">◆ </a></span>GetNumPositionStepsOverride()</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#a69aa29b598b851b0640aa225a9e5d61d">uint</a> MotionProperties::GetNumPositionStepsOverride </td>
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- <td> const</td>
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- <h2 class="memtitle"><span class="permalink"><a href="#a5f3564a6a505e92239eea4ba544fc119">◆ </a></span>GetNumVelocityStepsOverride()</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#a69aa29b598b851b0640aa225a9e5d61d">uint</a> MotionProperties::GetNumVelocityStepsOverride </td>
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- <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
- <td> const</td>
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- <h2 class="memtitle"><span class="permalink"><a href="#a3b3277de19d5dc081a6e15111f7dc14c">◆ </a></span>GetPointVelocityCOM()</h2>
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- <td class="memname">JPH_INLINE <a class="el" href="class_vec3.html">Vec3</a> MotionProperties::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>
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- <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>
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- <h2 class="memtitle"><span class="permalink"><a href="#a6bfec52a7ff3345d6fefd3f84faf6be7">◆ </a></span>LockAngular()</h2>
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- <td class="memname">JPH_INLINE <a class="el" href="class_vec3.html">Vec3</a> MotionProperties::LockAngular </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>inV</em></span></td><td>)</td>
- <td> const</td>
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- <p>Takes an angular velocity / torque vector inV and returns a vector where the components that are not allowed by mAllowedDOFs are set to 0. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#ab7168117a82829c137798ff843900104">◆ </a></span>LockTranslation()</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>inV</em></span></td><td>)</td>
- <td> const</td>
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- <p>Takes a translation vector inV and returns a vector where the components that are not allowed by mAllowedDOFs are set to 0. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#afc2471d63f11da6c88141a1adedf6149">◆ </a></span>MoveKinematic()</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#ad14098b68b8c44ea6112601031268405">JPH_NAMESPACE_BEGIN</a> void MotionProperties::MoveKinematic </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>inDeltaPosition</em></span>, </td>
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- <td class="paramtype"><a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a></td> <td class="paramname"><span class="paramname"><em>inDeltaRotation</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 rotate/translate by inDeltaPosition/Rotation in inDeltaTime seconds. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#aa8a73ea7940a316151262ed9a28c4fbb">◆ </a></span>MultiplyWorldSpaceInverseInertiaByVector()</h2>
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- <td class="paramtype"><a class="el" href="_math_types_8h.html#a3c723d55f34e02bc506abe3dfb7bd2aa">QuatArg</a></td> <td class="paramname"><span class="paramname"><em>inBodyRotation</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>inV</em></span> ) const</td>
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- <p>Multiply a vector with the inverse world space inertia tensor ( \(I_{world}^{-1}\)). Zero if object is static or kinematic. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a98ccf77045902a10f5665ba7208b67f4">◆ </a></span>ResetForce()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#a6e4c20984b986f7f3e474eee9d54a612">◆ </a></span>ResetMotion()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#aad3b333b7af3e3b39be95edf9b69d133">◆ </a></span>ResetSleepTestSpheres()</h2>
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- <td class="paramtype">const <a class="el" href="_real_8h.html#ae088dda635fb0ba1c96ea179d384ca40">RVec3</a> *</td> <td class="paramname"><span class="paramname"><em>inPoints</em></span></td><td>)</td>
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- <p>Reset spheres to center around inPoints with radius 0. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a9cbe62f9eebdc6f63c82d9e52ef352fe">◆ </a></span>ResetSleepTestTimer()</h2>
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- <p>Reset the sleep test timer without resetting the sleep test spheres. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#afed5a48ab2a5e703c00e2e9ef2e0c68a">◆ </a></span>ResetTorque()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#a09a1e9e46776c7d15cdd2b19c4a146f6">◆ </a></span>RestoreState()</h2>
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- <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>
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- <p>Restoring state for replay. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a9e308e4fb4cbb6c7dad8fe6b65d71aca">◆ </a></span>SaveState()</h2>
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- <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>
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- <p>Saving state for replay. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a0c437b5479bd58417b50be0da6b852f7">◆ </a></span>ScaleToMass()</h2>
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- <p>Sets the mass to inMass and scale the inertia tensor based on the ratio between the old and new mass. Note that this only works when the current mass is finite (i.e. the body is dynamic and translational degrees of freedom are not restricted). </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#ae036052c7d094e459a17cdc6c9b8a0ce">◆ </a></span>SetAngularDamping()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#aa647afa51bbc165ebfa4f791fbb1f71f">◆ </a></span>SetAngularVelocity()</h2>
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- <p>Set world space angular velocity of the center of mass. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a2b76b04c1ab039a881788d8a4ae7c115">◆ </a></span>SetAngularVelocityClamped()</h2>
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- <p>Set world space angular velocity of the center of mass, will make sure the value is clamped against the maximum angular velocity. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a8cc6486eb03942da485948ba1cadb78c">◆ </a></span>SetGravityFactor()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#a509aafb031d301cbef7e2efdd16ee3dd">◆ </a></span>SetInverseInertia()</h2>
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- <p>Set the inverse inertia tensor in local space by setting the diagonal and the rotation: \(I_{body}^{-1} = R \: D \: R^{-1}\). Note that mass and inertia are linearly related (e.g. inertia of a sphere with mass m and radius r is \(2/5 \: m \: r^2\)). If you change inertia, mass should probably change as well. You can use ScaleToMass to update mass and inertia at the same time. If all your rotation degrees of freedom are restricted, make sure this is zero (see EAllowedDOFs). </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a9bf9425aab99ea920b73577819e579b1">◆ </a></span>SetInverseMass()</h2>
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- <p>Set the inverse mass (1 / mass). Note that mass and inertia are linearly related (e.g. inertia of a sphere with mass m and radius r is \(2/5 \: m \: r^2\)). If you change mass, inertia should probably change as well. You can use ScaleToMass to update mass and inertia at the same time. If all your translation degrees of freedom are restricted, make sure this is zero (see EAllowedDOFs). </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a7609b8a4460b1fb13fa4079beff33e92">◆ </a></span>SetIslandIndexInternal()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#acebdeeddc6f51f570414a094cf668992">◆ </a></span>SetLinearDamping()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#a083c86092c13479288dcc63c02e11f30">◆ </a></span>SetLinearVelocity()</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>inLinearVelocity</em></span></td><td>)</td>
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- <p>Set world space linear velocity of the center of mass. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a5e9dad9b92aa67163bed3200709be901">◆ </a></span>SetLinearVelocityClamped()</h2>
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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. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#ae935a749f1bb737668ba853c4b1d54df">◆ </a></span>SetMassProperties()</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#ad14098b68b8c44ea6112601031268405">JPH_NAMESPACE_BEGIN</a> void MotionProperties::SetMassProperties </td>
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- <td class="paramtype"><a class="el" href="_allowed_d_o_fs_8h.html#a47bc570d6b4f457c417078ebab07d913">EAllowedDOFs</a></td> <td class="paramname"><span class="paramname"><em>inAllowedDOFs</em></span>, </td>
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- <p>Set the mass and inertia tensor. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a6665e01c407036815ac084edcf28d53f">◆ </a></span>SetMaxAngularVelocity()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#ac452632a71e6ba6de822339be8c3ee80">◆ </a></span>SetMaxLinearVelocity()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#ae261a122f450a34d6a9d06e66d21e7f0">◆ </a></span>SetNumPositionStepsOverride()</h2>
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- <p>Used only when this body is dynamic and colliding. Override for the number of solver position iterations to run, 0 means use the default in <a class="el" href="struct_physics_settings.html#a3724f8c1ef9269076dac93c4d7b7cfdb" title="Number of solver position iterations to run.">PhysicsSettings::mNumPositionSteps</a>. The number of iterations to use is the max of all contacts and constraints in the island. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a167bd8cbbb918e630e2b297841165234">◆ </a></span>SetNumVelocityStepsOverride()</h2>
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- <p>Used only when this body is dynamic and colliding. Override for the number of solver velocity iterations to run, 0 means use the default in <a class="el" href="struct_physics_settings.html#a66af679ba7f202b402bb23d0a0e117ad">PhysicsSettings::mNumVelocitySteps</a>. The number of iterations to use is the max of all contacts and constraints in the island. </p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a98672fc0c6884643944e570e1d78ac07">◆ </a></span>SubAngularVelocityStep()</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#a81a597bd1f9f40f3fbf36991203a5280">◆ </a></span>SubLinearVelocityStep()</h2>
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- <h2 class="groupheader">Member Data Documentation</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#aacb0f4e9211a3b16ae353726f0b2895b">◆ </a></span>cInactiveIndex</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a> MotionProperties::cInactiveIndex = <a class="el" href="_core_8h.html#a8f95e75e58492e87412191fabadd8ca8">uint32</a>(-1)</td>
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- <p>Constant indicating that body is not active. </p>
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- <hr/>The documentation for this class was generated from the following files:<ul>
- <li>Jolt/Physics/Body/<a class="el" href="_motion_properties_8h_source.html">MotionProperties.h</a></li>
- <li>Jolt/Physics/Body/<a class="el" href="_motion_properties_8cpp.html">MotionProperties.cpp</a></li>
- <li>Jolt/Physics/Body/<a class="el" href="_motion_properties_8inl_source.html">MotionProperties.inl</a></li>
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