Toast Engine
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physics::Simulator Member List

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::Simulatorstatic
bodyFor(const toast::Node &node) -> BodyID (defined in physics::Simulator)physics::Simulatorstatic
callTick() (defined in physics::Simulator)physics::Simulatorstatic
Collider (defined in physics::Simulator)physics::Simulatorfriend
createBody(const BodyDescriptor &descriptor) -> BodyID (defined in physics::Simulator)physics::Simulator
current() -> Simulator *physics::Simulatorstatic
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::Simulatorinline
destroyBody(BodyID body) (defined in physics::Simulator)physics::Simulator
DynamicRigidbody (defined in physics::Simulator)physics::Simulatorfriend
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::Simulatorstatic
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::Simulatorstatic
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::Simulatorstatic
onSimulatorThread() noexcept -> bool (defined in physics::Simulator)physics::Simulatorstatic
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 -> boolphysics::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 -> boolphysics::Simulator
pendingRequests() noexcept -> size_tphysics::Simulatorstatic
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::Simulatorstatic
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::Simulatorstatic
recordDamage(DamageCommand &&command) (defined in physics::Simulator)physics::Simulator
recordInterpolationAlpha(double alpha)physics::Simulatorstatic
recordTickBurst(size_t steps, bool time_budget_reached)physics::Simulatorstatic
registerRigidbody(Rigidbody &node) (defined in physics::Simulator)physics::Simulatorstatic
registerTrigger(Trigger &node) (defined in physics::Simulator)physics::Simulatorstatic
registerVoxelNode(toast::VoxelNode &node) (defined in physics::Simulator)physics::Simulatorstatic
renderPoseDelta(BodyID id) -> glm::mat4physics::Simulatorstatic
renderPoseDelta(const toast::VoxelNode &node) -> glm::mat4 (defined in physics::Simulator)physics::Simulatorstatic
renderPoseDeltaFor(const toast::Node &node) -> glm::mat4physics::Simulatorstatic
requestSleep(BodyID id)physics::Simulatorstatic
requestWake(BodyID id) (defined in physics::Simulator)physics::Simulatorstatic
resetWind() (defined in physics::Simulator)physics::Simulatorstatic
Rigidbody (defined in physics::Simulator)physics::Simulatorfriend
runConnectivityAnalysis() -> std::vector< ConnectivityResult > (defined in physics::Simulator)physics::Simulator
runPendingRequests()physics::Simulatorstatic
setCapsuleShape(BodyID body, const CapsuleShape &capsule) -> boolphysics::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::Simulatorstatic
shapeWorldBounds(ShapeID shape) -> std::optional< AABB > (defined in physics::Simulator)physics::Simulatorstatic
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::Simulatorstatic
sweepCapsule(BodyID ignored, const CapsuleShape &capsule, const glm::quat &rotation, const glm::vec3 &from, const glm::vec3 &to, float skin, bool refine=true) const -> SweepHitphysics::Simulator
syncRenderPoses()physics::Simulatorstatic
takeDebrisSpawns() -> std::vector< DebrisSpawn > (defined in physics::Simulator)physics::Simulator
tick() (defined in physics::Simulator)physics::Simulator
toast::VoxelNode (defined in physics::Simulator)physics::Simulatorfriend
tryGetVoxelData(VoxelDataID data) -> VoxelShapeData * (defined in physics::Simulator)physics::Simulatorstatic
tryGetVoxelDataConst(VoxelDataID data) -> const VoxelShapeData * (defined in physics::Simulator)physics::Simulatorstatic
unregisterRigidbody(Rigidbody &node) (defined in physics::Simulator)physics::Simulatorstatic
unregisterTrigger(Trigger &node) (defined in physics::Simulator)physics::Simulatorstatic
unregisterVoxelNode(toast::VoxelNode &node) (defined in physics::Simulator)physics::Simulatorstatic
valid(BodyID body) const -> bool (defined in physics::Simulator)physics::Simulator
voxelFragmentRecords() -> std::span< const VoxelRenderRecord > (defined in physics::Simulator)physics::Simulatorstatic
wind() -> glm::vec3 (defined in physics::Simulator)physics::Simulatorstatic
~Simulator() (defined in physics::Simulator)physics::Simulator