apply() override | neogfx::game::collision_detector | virtual |
broadphase_2d_tree() const | neogfx::game::collision_detector | |
broadphase_tree() const | neogfx::game::collision_detector | |
can_apply() const override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
component(component_id aComponentId) const override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
component(component_id aComponentId) override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
components() const override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
components() override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
debug() const override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
ecs() const override | neolib::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) const | neogfx::game::collision_detector | |
get_thread() const | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlineprotected |
have_thread() const | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlineprotected |
id() const override | neogfx::game::collision_detector | virtual |
name() const override | neogfx::game::collision_detector | virtual |
pause() override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
paused() const override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
resume() override | neolib::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) override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
signal() override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
start_thread() override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
start_thread_if() override | neolib::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() override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
update_time(std::size_t aMetricsIndex=0) const override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
visit_aabbs(const Visitor &aVisitor) const | neogfx::game::collision_detector | inline |
visit_aabbs_2d(const Visitor &aVisitor) const | neogfx::game::collision_detector | inline |
wait() override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
wait_for(scalar aDuration) override | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inlinevirtual |
waiting() const override | neolib::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()=default | neolib::ecs::i_system | virtual |
~system() | neolib::ecs::system< entity_info, box_collider, box_collider_2d > | inline |