calculateSupportPointInDirection(U4DBoundingVolume *uBoundingVolume1, U4DBoundingVolume *uBoundingVolume2, U4DVector3n &uDirection) | U4DEngine::U4DCollisionDetection | |
checkGJKTerminationCondition1(SIMPLEXDATA &uV) | U4DEngine::U4DGJKAlgorithm | |
checkGJKTerminationCondition2(SIMPLEXDATA &uV, SIMPLEXDATA &uP, std::vector< SIMPLEXDATA > uQ) | U4DEngine::U4DGJKAlgorithm | |
checkGJKTerminationCondition3(SIMPLEXDATA &uV, SIMPLEXDATA &uP, std::vector< SIMPLEXDATA > uQ) | U4DEngine::U4DGJKAlgorithm | |
cleanUp() | U4DEngine::U4DGJKAlgorithm | |
closestBarycentricPoints(U4DPoint3n &uClosestPointToOrigin, std::vector< SIMPLEXDATA > uQ) | U4DEngine::U4DGJKAlgorithm | |
collision(U4DDynamicAction *uAction1, U4DDynamicAction *uAction2, float dt) | U4DEngine::U4DGJKAlgorithm | virtual |
determineBarycentricCoordinatesInSimplex(U4DPoint3n &uClosestPointToOrigin, std::vector< SIMPLEXDATA > uQ) | U4DEngine::U4DCollisionDetection | |
determineClosestPointOnSimplexToPoint(U4DPoint3n &uPoint, std::vector< SIMPLEXDATA > uQ) | U4DEngine::U4DCollisionDetection | |
determineCollisionManifold(U4DDynamicAction *uAction1, U4DDynamicAction *uAction2, std::vector< SIMPLEXDATA > uQ) | U4DEngine::U4DCollisionDetection | inlinevirtual |
determineLinearCombinationOfPtInLine(U4DPoint3n &uClosestPointToOrigin) | U4DEngine::U4DGJKAlgorithm | |
determineLinearCombinationOfPtInTetrahedron(U4DPoint3n &uClosestPointToOrigin) | U4DEngine::U4DGJKAlgorithm | |
determineLinearCombinationOfPtInTriangle(U4DPoint3n &uClosestPointToOrigin) | U4DEngine::U4DGJKAlgorithm | |
determineMinimumSimplexInQ(U4DPoint3n &uClosestPointToOrigin, int uNumberOfSimplexInContainer) | U4DEngine::U4DGJKAlgorithm | |
getClosestCollisionPoint() | U4DEngine::U4DGJKAlgorithm | virtual |
getClosestPointToOrigin() | U4DEngine::U4DGJKAlgorithm | virtual |
getContactCollisionNormal() | U4DEngine::U4DGJKAlgorithm | virtual |
getCurrentSimpleStruct() | U4DEngine::U4DGJKAlgorithm | virtual |
getMaxSimplexInQ(std::vector< SIMPLEXDATA > uQ) | U4DEngine::U4DGJKAlgorithm | |
U4DCollisionAlgorithm() | U4DEngine::U4DCollisionAlgorithm | inline |
U4DCollisionDetection() | U4DEngine::U4DCollisionDetection | |
U4DGJKAlgorithm() | U4DEngine::U4DGJKAlgorithm | |
~U4DCollisionAlgorithm() | U4DEngine::U4DCollisionAlgorithm | inlinevirtual |
~U4DCollisionDetection() | U4DEngine::U4DCollisionDetection | inlinevirtual |
~U4DGJKAlgorithm() | U4DEngine::U4DGJKAlgorithm | |