This is the complete list of members for PxRigidBodyExt, including all inherited members.
| addForceAtLocalPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true) | PxRigidBodyExt | static |
| addForceAtPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true) | PxRigidBodyExt | static |
| addLocalForceAtLocalPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true) | PxRigidBodyExt | static |
| addLocalForceAtPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true) | PxRigidBodyExt | static |
| computeLinearAngularImpulse(const PxRigidBody &body, const PxTransform &globalPose, const PxVec3 &point, const PxVec3 &impulse, const PxReal invMassScale, const PxReal invInertiaScale, PxVec3 &linearImpulse, PxVec3 &angularImpulse) | PxRigidBodyExt | static |
| computeVelocityDeltaFromImpulse(const PxRigidBody &body, const PxVec3 &impulsiveForce, const PxVec3 &impulsiveTorque, PxVec3 &deltaLinearVelocity, PxVec3 &deltaAngularVelocity) | PxRigidBodyExt | static |
| computeVelocityDeltaFromImpulse(const PxRigidBody &body, const PxTransform &globalPose, const PxVec3 &point, const PxVec3 &impulse, const PxReal invMassScale, const PxReal invInertiaScale, PxVec3 &deltaLinearVelocity, PxVec3 &deltaAngularVelocity) | PxRigidBodyExt | static |
| getLocalVelocityAtLocalPos(const PxRigidBody &body, const PxVec3 &pos) | PxRigidBodyExt | static |
| getVelocityAtOffset(const PxRigidBody &body, const PxVec3 &pos) | PxRigidBodyExt | static |
| getVelocityAtPos(const PxRigidBody &body, const PxVec3 &pos) | PxRigidBodyExt | static |
| linearSweepMultiple(PxRigidBody &body, PxScene &scene, const PxVec3 &unitDir, const PxReal distance, PxHitFlags outputFlags, PxSweepHit *touchHitBuffer, PxU32 *touchHitShapeIndices, PxU32 touchHitBufferSize, PxSweepHit &block, PxI32 &blockingShapeIndex, bool &overflow, const PxQueryFilterData &filterData=PxQueryFilterData(), PxQueryFilterCallback *filterCall=NULL, const PxQueryCache *cache=NULL, const PxReal inflation=0.0f) | PxRigidBodyExt | static |
| linearSweepSingle(PxRigidBody &body, PxScene &scene, const PxVec3 &unitDir, const PxReal distance, PxHitFlags outputFlags, PxSweepHit &closestHit, PxU32 &shapeIndex, const PxQueryFilterData &filterData=PxQueryFilterData(), PxQueryFilterCallback *filterCall=NULL, const PxQueryCache *cache=NULL, const PxReal inflation=0.0f) | PxRigidBodyExt | static |
| setMassAndUpdateInertia(PxRigidBody &body, const PxReal *shapeMasses, PxU32 shapeMassCount, const PxVec3 *massLocalPose=NULL, bool includeNonSimShapes=false) | PxRigidBodyExt | static |
| setMassAndUpdateInertia(PxRigidBody &body, PxReal mass, const PxVec3 *massLocalPose=NULL, bool includeNonSimShapes=false) | PxRigidBodyExt | static |
| updateMassAndInertia(PxRigidBody &body, const PxReal *shapeDensities, PxU32 shapeDensityCount, const PxVec3 *massLocalPose=NULL, bool includeNonSimShapes=false) | PxRigidBodyExt | static |
| updateMassAndInertia(PxRigidBody &body, PxReal density, const PxVec3 *massLocalPose=NULL, bool includeNonSimShapes=false) | PxRigidBodyExt | static |