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Toast Engine
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This is the complete list of members for physics::Simulator, including all inherited members.
| applyDamageCommand(const DamageCommand &c) (defined in physics::Simulator) | physics::Simulator | |
| applyDamageCommands() (defined in physics::Simulator) | physics::Simulator | |
| bindToThisThread() noexcept (defined in physics::Simulator) | physics::Simulator | static |
| bodyFor(const toast::Node &node) -> BodyID (defined in physics::Simulator) | physics::Simulator | static |
| callTick() (defined in physics::Simulator) | physics::Simulator | static |
| Collider (defined in physics::Simulator) | physics::Simulator | friend |
| createBody(const BodyDescriptor &descriptor) -> BodyID (defined in physics::Simulator) | physics::Simulator | |
| current() -> Simulator * | physics::Simulator | static |
| cutVoxel(const glm::vec3 &origin, const glm::vec3 &direction, float max_distance, float energy_density, float radius, float depth, Hardness max_hardness=k_hardest) -> uint32_t (defined in physics::Simulator) | physics::Simulator | |
| damageArea(const AreaDamage &damage) (defined in physics::Simulator) | physics::Simulator | |
| debugDirtyBricks() const -> std::span< const DebugDirtyBrick > (defined in physics::Simulator) | physics::Simulator | inline |
| destroyBody(BodyID body) (defined in physics::Simulator) | physics::Simulator | |
| DynamicRigidbody (defined in physics::Simulator) | physics::Simulator | friend |
| explode(const ExplosionDamage &explosion) -> uint32_t (defined in physics::Simulator) | physics::Simulator | |
| integrate(float dt) (defined in physics::Simulator) | physics::Simulator | |
| interpolationAlpha() -> float (defined in physics::Simulator) | physics::Simulator | static |
| linecast(glm::vec3 from, glm::vec3 to, int max_hits=-1, BodyID ignored={}, uint32_t layers=k_all_layers) -> std::vector< RayHit > (defined in physics::Simulator) | physics::Simulator | static |
| moveKinematicBody(BodyID id, const glm::vec3 &position, const glm::quat &rotation, const glm::vec3 &velocity) (defined in physics::Simulator) | physics::Simulator | |
| nodeFor(BodyID body) -> toast::Box< toast::Node > | physics::Simulator | static |
| onSimulatorThread() noexcept -> bool (defined in physics::Simulator) | physics::Simulator | static |
| operator=(const Simulator &) -> Simulator &=delete (defined in physics::Simulator) | physics::Simulator | |
| operator=(Simulator &&) -> Simulator &=delete (defined in physics::Simulator) | physics::Simulator | |
| overlapAABB(const AABB &bounds) const -> bool | physics::Simulator | |
| overlapCapsule(BodyID ignored, const CapsuleShape &capsule, const glm::vec3 &position, const glm::quat &rotation, float min_penetration, std::vector< QueryContact > &contacts) const -> bool (defined in physics::Simulator) | physics::Simulator | |
| overlapSphere(const SphereShape &sphere, const glm::vec3 &position, float min_penetration, std::vector< QueryContact > &contacts) const -> bool | physics::Simulator | |
| pendingRequests() noexcept -> size_t | physics::Simulator | static |
| pushBody(BodyID id, const glm::vec3 &point, const glm::vec3 &direction, float speed, float max_impulse) | physics::Simulator | |
| raycast(glm::vec3 origin, glm::vec3 direction, float max_distance=-1.0f, BodyID ignored={}, uint32_t layers=k_all_layers) -> std::optional< RayHit > | physics::Simulator | static |
| raymulticast(glm::vec3 origin, glm::vec3 direction, float max_distance=-1.0f, int max_hits=-1, BodyID ignored={}, uint32_t layers=k_all_layers) -> std::vector< RayHit > (defined in physics::Simulator) | physics::Simulator | static |
| recordDamage(DamageCommand &&command) (defined in physics::Simulator) | physics::Simulator | |
| recordInterpolationAlpha(double alpha) | physics::Simulator | static |
| recordTickBurst(size_t steps, bool time_budget_reached) | physics::Simulator | static |
| registerRigidbody(Rigidbody &node) (defined in physics::Simulator) | physics::Simulator | static |
| registerTrigger(Trigger &node) (defined in physics::Simulator) | physics::Simulator | static |
| registerVoxelNode(toast::VoxelNode &node) (defined in physics::Simulator) | physics::Simulator | static |
| renderPoseDelta(BodyID id) -> glm::mat4 | physics::Simulator | static |
| renderPoseDelta(const toast::VoxelNode &node) -> glm::mat4 (defined in physics::Simulator) | physics::Simulator | static |
| renderPoseDeltaFor(const toast::Node &node) -> glm::mat4 | physics::Simulator | static |
| requestSleep(BodyID id) | physics::Simulator | static |
| requestWake(BodyID id) (defined in physics::Simulator) | physics::Simulator | static |
| resetWind() (defined in physics::Simulator) | physics::Simulator | static |
| Rigidbody (defined in physics::Simulator) | physics::Simulator | friend |
| runConnectivityAnalysis() -> std::vector< ConnectivityResult > (defined in physics::Simulator) | physics::Simulator | |
| runPendingRequests() | physics::Simulator | static |
| setCapsuleShape(BodyID body, const CapsuleShape &capsule) -> bool | physics::Simulator | |
| setLinearVelocity(BodyID body, const glm::vec3 &velocity) -> bool (defined in physics::Simulator) | physics::Simulator | |
| setTransform(BodyID body, const glm::vec3 &position, const glm::quat &rotation) -> bool (defined in physics::Simulator) | physics::Simulator | |
| setWind(const glm::vec3 &wind) (defined in physics::Simulator) | physics::Simulator | static |
| shapeWorldBounds(ShapeID shape) -> std::optional< AABB > (defined in physics::Simulator) | physics::Simulator | static |
| shootVoxel(const glm::vec3 &origin, const glm::vec3 &direction, float max_distance, float energy_density, float fracture_radius, const std::optional< FragmentPush > &push=std::nullopt, Hardness max_hardness=k_hardest) -> bool (defined in physics::Simulator) | physics::Simulator | |
| Simulator() (defined in physics::Simulator) | physics::Simulator | |
| Simulator(const Simulator &)=delete (defined in physics::Simulator) | physics::Simulator | |
| Simulator(Simulator &&)=delete (defined in physics::Simulator) | physics::Simulator | |
| smashCapsule(const CapsuleShape &capsule, const glm::vec3 &position, const glm::quat &rotation, const glm::vec3 &sweep, const CapsuleSmash &smash) -> uint32_t (defined in physics::Simulator) | physics::Simulator | |
| state(BodyID body) const -> std::optional< BodyState > (defined in physics::Simulator) | physics::Simulator | |
| stepProfile() -> const PhysicsStepProfile & | physics::Simulator | static |
| sweepCapsule(BodyID ignored, const CapsuleShape &capsule, const glm::quat &rotation, const glm::vec3 &from, const glm::vec3 &to, float skin, bool refine=true) const -> SweepHit | physics::Simulator | |
| syncRenderPoses() | physics::Simulator | static |
| takeDebrisSpawns() -> std::vector< DebrisSpawn > (defined in physics::Simulator) | physics::Simulator | |
| tick() (defined in physics::Simulator) | physics::Simulator | |
| toast::VoxelNode (defined in physics::Simulator) | physics::Simulator | friend |
| tryGetVoxelData(VoxelDataID data) -> VoxelShapeData * (defined in physics::Simulator) | physics::Simulator | static |
| tryGetVoxelDataConst(VoxelDataID data) -> const VoxelShapeData * (defined in physics::Simulator) | physics::Simulator | static |
| unregisterRigidbody(Rigidbody &node) (defined in physics::Simulator) | physics::Simulator | static |
| unregisterTrigger(Trigger &node) (defined in physics::Simulator) | physics::Simulator | static |
| unregisterVoxelNode(toast::VoxelNode &node) (defined in physics::Simulator) | physics::Simulator | static |
| valid(BodyID body) const -> bool (defined in physics::Simulator) | physics::Simulator | |
| voxelFragmentRecords() -> std::span< const VoxelRenderRecord > (defined in physics::Simulator) | physics::Simulator | static |
| wind() -> glm::vec3 (defined in physics::Simulator) | physics::Simulator | static |
| ~Simulator() (defined in physics::Simulator) | physics::Simulator |