#include <algorithm>
#include <cstdint>
#include <memory>
#include <vector>
#include "Fx2D/Math.h"
Go to the source code of this file.
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| bool | FxSolver::contact_is_solvable (const FxContact &contact) |
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| bool | FxSolver::aabb_overlap_check (const FxEntity &entity1, const FxEntity &entity2) |
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| bool | FxSolver::aabb_overlap_check (const std::shared_ptr< FxEntity > &entity1, const std::shared_ptr< FxEntity > &entity2) |
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| const FxContact | FxSolver::collision_check (const FxEntity &entity1, const FxEntity &entity2) |
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| const FxContact | FxSolver::collision_check (const std::shared_ptr< FxEntity > &entity1, const std::shared_ptr< FxEntity > &entity2) |
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| FxContact | FxSolver::speculative_contact_check (const std::shared_ptr< FxEntity > &entity1, const std::shared_ptr< FxEntity > &entity2, float substep_dt) |
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| void | FxSolver::resolve_penetration (const FxContact &contact, double dt=0.016f) |
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| void | FxSolver::init_velocity_pass (FxContact &contact, FxContactSolverData &data, const FxSolverBodies &bodies) |
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| void | FxSolver::batch_append (FxContactBatch &batch, const FxContact &contact, const FxContactSolverData &data, uint32_t contact_index) |
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| void | FxSolver::resolve_velocities_batched (FxContactBatch &batch, std::size_t begin, std::size_t end, FxSolverBodies &bodies, int slots) |
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| void | FxSolver::batch_write_back (const FxContactBatch &batch, std::vector< FxContact > &contacts) |
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| void | FxSolver::warm_start (FxContact &contact, const FxContactSolverData &data, FxSolverBodies &bodies) |
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