Vigilante Game Framework  1.0.0.8
A 2D/3D C++ Game Framework using SFML.
VPhysicsGroup Member List

This is the complete list of members for VPhysicsGroup, including all inherited members.

activeVBase
Add(VBase *object)VGroup
AddJoint(VPhysicsJointBase *Joint)VPhysicsGroup
AddObject(VObject *Object, VPhysicsObject::VObjectType BodyType, VPhysicsObject::VObjectShape Shape=VPhysicsObject::BOX, std::vector< sf::Vector2f > Verts={})VPhysicsGroup
aliveVBase
BEGIN enum valueVPhysicsGroup
Clear()VGroup
CountAlive(bool Recursive=false)VGroup
CountDead(bool Recursive=false)VGroup
Destroy() overrideVPhysicsGroupvirtual
Draw(sf::RenderTarget &RenderTarget) overrideVGroupvirtual
existsVBase
FirstAlive()VGroup
FirstAvailable()VGroup
FirstDead()VGroup
FirstExisting()VGroup
FirstNULL()VGroup
ForEach(std::function< void(VBase *)> function, bool recursive=false)VGroup
ForEachAlive(std::function< void(VBase *)> function, bool recursive=false)VGroup
ForEachDead(std::function< void(VBase *)> function, bool recursive=false)VGroup
ForEachExists(std::function< void(VBase *)> function, bool recursive=false)VGroup
GetBody()VPhysicsGroup
GetCollisionBias()VPhysicsGroup
GetCollisionPersistence()VPhysicsGroup
GetCollisionSlop()VPhysicsGroup
GetDamping()VPhysicsGroup
GetGravity()VPhysicsGroup
GetGroupItem(int index)VGroup
GetGroupItemAsType(int index)VGroupinline
GetIdleSpeedThreshold()VPhysicsGroup
GetIndexOfItem(VBase *object)VGroup
GetIterations()VPhysicsGroup
GetRandom(int min=0, int max=0)VGroup
GetSleepTimeThreshold()VPhysicsGroup
Kill() overrideVGroupvirtual
lengthVGroupprotected
Length()VGroup
MaxSizeVGroupprotected
membersVGroupprotected
OrganiseNULLS()VGroup
POSTSOLVE enum valueVPhysicsGroup
PRESOLVE enum valueVPhysicsGroup
ProcessCallback(VPhysicsCPArbiter *arb, VPhysicsCPSpace *space, VPhysicsCallbackType type)VPhysicsGroupvirtual
ProcessCallback(VPhysicsCPConstraint *constraint, VPhysicsCPSpace *space, VPhysicsCallbackType type)VPhysicsGroupvirtual
RefCountVBase
Remove(VBase *object, bool splice=false)VGroup
RemoveJoint(VPhysicsJointBase *Joint)VPhysicsGroup
RemoveObject(VObject *Object)VPhysicsGroup
Reverse()VGroup
Revive() overrideVGroupvirtual
SEPARATE enum valueVPhysicsGroup
SetCollisionBias(float CollisionBias)VPhysicsGroup
SetCollisionCallback(VObject *a, VObject *b, const std::function< bool(VPhysicsObject *, VPhysicsObject *)> &callback, VPhysicsCallbackType type, bool persist=false)VPhysicsGroup
SetCollisionCallback(VPhysicsObject *a, VPhysicsObject *b, const std::function< bool(VPhysicsObject *, VPhysicsObject *)> &callback, VPhysicsCallbackType type, bool persist=false)VPhysicsGroup
SetCollisionPersistence(unsigned int CollisionPersistence)VPhysicsGroup
SetCollisionSlop(float CollisionSlop)VPhysicsGroup
SetConstraintCallback(VPhysicsJointBase *joint, const std::function< void(VPhysicsJointBase *, VPhysicsObject *, VPhysicsObject *)> &callback, VPhysicsCallbackType type, bool persist=false)VPhysicsGroup
SetDamping(float Damping)VPhysicsGroup
SetGravity(sf::Vector2f Gravity)VPhysicsGroup
SetIdleSpeedThreshold(float IdleSpeedThreshold)VPhysicsGroup
SetIterations(int Iterations)VPhysicsGroup
SetSleepTimeThreshold(float SleepTimeThreshold)VPhysicsGroup
Sort(std::function< bool(VBase *, VBase *)> func)VGroup
Swap(int a, int b)VGroup
typeVBase
Update(float dt) overrideVPhysicsGroupvirtual
VBase() (defined in VBase)VBaseinline
VClearLog()VBasestatic
VGroup(unsigned int maxSize=0)VGroupinline
visibleVBase
VLog(const char *fmt,...)VBasestatic
VLogError(const char *fmt,...)VBasestatic
VPhysicsCallbackType enum nameVPhysicsGroup
VPhysicsGroup(unsigned int Amount=0)VPhysicsGroup
VString(const char *fmt,...)VBasestatic
VSUPERCLASS typedefVPhysicsGroup
~VBase() (defined in VBase)VBaseinlinevirtual