neoGFX
Cross-platform C++ app/game engine
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neogfx::game::collision_detector Member List

This is the complete list of members for neogfx::game::collision_detector, including all inherited members.

apply() overrideneogfx::game::collision_detectorvirtual
broadphase_2d_tree() constneogfx::game::collision_detector
broadphase_tree() constneogfx::game::collision_detector
can_apply() const overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
component(component_id aComponentId) const overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
component(component_id aComponentId) overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
components() const overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
components() overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
debug() const overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
ecs() const overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
end_update(std::size_t aMetricsIndex=0)neolib::ecs::system< entity_info, box_collider, box_collider_2d >inlineprotected
entity_at(const vec3 &aPoint) constneogfx::game::collision_detector
get_thread() constneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlineprotected
have_thread() constneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlineprotected
id() const overrideneogfx::game::collision_detectorvirtual
name() const overrideneogfx::game::collision_detectorvirtual
pause() overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
paused() const overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
resume() overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
run_cycle(collision_detection_cycle aCycle=collision_detection_cycle::Default)neogfx::game::collision_detector
set_debug(bool aDebug) overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
signal() overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
start_thread() overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
start_thread_if() overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
start_update(std::size_t aMetricsIndex=0)neolib::ecs::system< entity_info, box_collider, box_collider_2d >inlineprotected
system(i_ecs &aEcs)neolib::ecs::system< entity_info, box_collider, box_collider_2d >inline
system(const system &aOther)neolib::ecs::system< entity_info, box_collider, box_collider_2d >inline
system(system &&aOther)neolib::ecs::system< entity_info, box_collider, box_collider_2d >inline
system(i_ecs &aEcs, ComponentIdIter aFirstComponent, ComponentIdIter aLastComponent)neolib::ecs::system< entity_info, box_collider, box_collider_2d >inline
terminate() overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
update_time(std::size_t aMetricsIndex=0) const overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
visit_aabbs(const Visitor &aVisitor) constneogfx::game::collision_detectorinline
visit_aabbs_2d(const Visitor &aVisitor) constneogfx::game::collision_detectorinline
wait() overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
wait_for(scalar aDuration) overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
waiting() const overrideneolib::ecs::system< entity_info, box_collider, box_collider_2d >inlinevirtual
waiting_mutex()neolib::ecs::system< entity_info, box_collider, box_collider_2d >inlineprotected
yield(bool aSleep=false)neolib::ecs::system< entity_info, box_collider, box_collider_2d >inlineprotected
~collision_detector()neogfx::game::collision_detector
~i_system()=defaultneolib::ecs::i_systemvirtual
~system()neolib::ecs::system< entity_info, box_collider, box_collider_2d >inline