CRM64Pro GDK v0.15.0
A free cross-platform game development kit built on top of SDL 3.0
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CRM64Pro::Physics Member List

This is the complete list of members for CRM64Pro::Physics, including all inherited members.

applyLinearDamping(float &fV, float fDamping, float fDT)CRM64Pro::Physicsstatic
clampVelocity(float &fV, float fMaxV)CRM64Pro::Physicsstatic
containsObjectPoint(const SceneObject *pObj, float fPX, float fPY)CRM64Pro::Physicsstatic
containsPoint(const AABB &aabb, float px, float py)CRM64Pro::Physicsstatic
info(Sint32 iMode=0) overrideCRM64Pro::Physics
integrateVelocity(float &fV, float fA, float fDT)CRM64Pro::Physicsstatic
isGroundedOnLayerTile(const SDL_FRect &rect, SceneLayerTile *pSceneLayer, float fProbeDistance=1.0f, TileSolidCallback fnSolid=nullptr, void *pUserData=nullptr)CRM64Pro::Physics
isValidAABB(const AABB &aabb)CRM64Pro::Physicsstatic
matchTypeHash(Uint32 iObjectTypeHash, const vector< Uint32 > &vIncludeHashes, const vector< Uint32 > &vExcludeHashes)CRM64Pro::Physicsstatic
overlapsAABB(const AABB &aabb1, const AABB &aabb2, SDL_FRect *pOverlap=nullptr)CRM64Pro::Physicsstatic
overlapsObject(const SceneObject *pObjA, const SceneObject *pObjB, ePhysicsCollisionMode eMode=PCM_SHAPE, SDL_FRect *pOverlap=nullptr)CRM64Pro::Physicsstatic
overlapsObjectAABB(const SceneObject *pObjA, const SceneObject *pObjB, SDL_FRect *pOverlap=nullptr)CRM64Pro::Physicsstatic
overlapsObjectTrigger(const SceneObject *pOwnerObj, const SceneShapeData &triggerLocalShape, const SceneObject *pOther, ePhysicsCollisionMode eMode=PCM_SHAPE, SDL_FRect *pOverlap=nullptr)CRM64Pro::Physicsstatic
overlapsSprite(Sprite *pS1, float fX1, float fY1, Sprite *pS2, float fX2, float fY2, const SDL_FRect *pOverlap=nullptr, ePhysicsCollisionMode eMode=PCM_PIXEL)CRM64Pro::Physics
overlapsSprite(Sprite *pS1, float fX1, float fY1, const SDL_FRect &rect, const SDL_FRect *pOverlap=nullptr, ePhysicsCollisionMode eMode=PCM_PIXEL)CRM64Pro::Physics
overlapsSprite(Sprite *pS1, float fX1, float fY1, float fPX, float fPY, ePhysicsCollisionMode eMode=PCM_PIXEL)CRM64Pro::Physics
resolve(SDL_FRect &subject, const SDL_FRect &obstacle)CRM64Pro::Physics
sweepAABBOnLayerTile(const SDL_FRect &rectStart, float fDX, float fDY, SceneLayerTile *pSceneLayer, SDL_FRect *pRectResolved, bool *pHitX=nullptr, bool *pHitY=nullptr, bool *pGrounded=nullptr, TileSolidCallback fnSolid=nullptr, void *pUserData=nullptr)CRM64Pro::Physics
TileSolidCallback typedefCRM64Pro::Physics