Bullet Collision Detection & Physics Library
btMultiBody Member List

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

addBaseForce(const btVector3 &f)btMultiBodyinline
addBaseTorque(const btVector3 &t)btMultiBodyinline
addJointTorque(int i, btScalar Q)btMultiBody
addLinkForce(int i, const btVector3 &f)btMultiBody
addLinkTorque(int i, const btVector3 &t)btMultiBody
applyDeltaVee(const btScalar *delta_vee)btMultiBodyinline
applyDeltaVee(const btScalar *delta_vee, btScalar multiplier)btMultiBodyinline
awakebtMultiBodyprivate
base_forcebtMultiBodyprivate
base_inertiabtMultiBodyprivate
base_massbtMultiBodyprivate
base_posbtMultiBodyprivate
base_quatbtMultiBodyprivate
base_torquebtMultiBodyprivate
BT_DECLARE_ALIGNED_ALLOCATOR()btMultiBody
btMultiBody(int n_links, btScalar mass, const btVector3 &inertia, bool fixed_base_, bool can_sleep_)btMultiBody
btMultiBody(const btMultiBody &)btMultiBodyprivate
cached_inertia_lower_leftbtMultiBodyprivate
cached_inertia_lower_rightbtMultiBodyprivate
cached_inertia_top_leftbtMultiBodyprivate
cached_inertia_top_rightbtMultiBodyprivate
calcAccelerationDeltas(const btScalar *force, btScalar *output, btAlignedObjectArray< btScalar > &scratch_r, btAlignedObjectArray< btVector3 > &scratch_v) const btMultiBody
can_sleepbtMultiBodyprivate
checkMotionAndSleepIfRequired(btScalar timestep)btMultiBody
clearForcesAndTorques()btMultiBody
clearVelocities()btMultiBody
compTreeLinkVelocities(btVector3 *omega, btVector3 *vel) const btMultiBodyprivate
fillContactJacobian(int link, const btVector3 &contact_point, const btVector3 &normal, btScalar *jac, btAlignedObjectArray< btScalar > &scratch_r, btAlignedObjectArray< btVector3 > &scratch_v, btAlignedObjectArray< btMatrix3x3 > &scratch_m) const btMultiBody
fixed_basebtMultiBodyprivate
getAngularDamping() const btMultiBodyinline
getAngularMomentum() const btMultiBody
getBaseCollider() const btMultiBodyinline
getBaseCollider()btMultiBodyinline
getBaseForce() const btMultiBodyinline
getBaseInertia() const btMultiBodyinline
getBaseMass() const btMultiBodyinline
getBaseOmega() const btMultiBodyinline
getBasePos() const btMultiBodyinline
getBaseTorque() const btMultiBodyinline
getBaseVel() const btMultiBodyinline
getCompanionId() const btMultiBodyinline
getJointPos(int i) const btMultiBody
getJointTorque(int i) const btMultiBody
getJointVel(int i) const btMultiBody
getKineticEnergy() const btMultiBody
getLinearDamping() const btMultiBodyinline
getLink(int index) const btMultiBodyinline
getLink(int index)btMultiBodyinline
getLinkForce(int i) const btMultiBody
getLinkInertia(int i) const btMultiBody
getLinkMass(int i) const btMultiBody
getLinkTorque(int i) const btMultiBody
getMaxAppliedImpulse() const btMultiBodyinline
getNumLinks() const btMultiBodyinline
getParent(int link_num) const btMultiBody
getParentToLocalRot(int i) const btMultiBody
getRVector(int i) const btMultiBody
getUseGyroTerm() const btMultiBodyinline
getVelocityVector() const btMultiBodyinline
getWorldToBaseRot() const btMultiBodyinline
goToSleep()btMultiBody
hasFixedBase() const btMultiBodyinline
hasSelfCollision() const btMultiBodyinline
isAwake() const btMultiBodyinline
linksbtMultiBodyprivate
localDirToWorld(int i, const btVector3 &vec) const btMultiBody
localPosToWorld(int i, const btVector3 &vec) const btMultiBody
m_angularDampingbtMultiBodyprivate
m_baseColliderbtMultiBodyprivate
m_collidersbtMultiBodyprivate
m_companionIdbtMultiBodyprivate
m_hasSelfCollisionbtMultiBodyprivate
m_linearDampingbtMultiBodyprivate
m_maxAppliedImpulsebtMultiBodyprivate
m_real_bufbtMultiBodyprivate
m_useGyroTermbtMultiBodyprivate
matrix_bufbtMultiBodyprivate
operator=(const btMultiBody &)btMultiBodyprivate
setBaseCollider(btMultiBodyLinkCollider *collider)btMultiBodyinline
setBaseInertia(const btVector3 &inertia)btMultiBodyinline
setBaseMass(btScalar mass)btMultiBodyinline
setBaseOmega(const btVector3 &omega)btMultiBodyinline
setBasePos(const btVector3 &pos)btMultiBodyinline
setBaseVel(const btVector3 &vel)btMultiBodyinline
setCanSleep(bool canSleep)btMultiBodyinline
setCompanionId(int id)btMultiBodyinline
setHasSelfCollision(bool hasSelfCollision)btMultiBodyinline
setJointPos(int i, btScalar q)btMultiBody
setJointVel(int i, btScalar qdot)btMultiBody
setLinearDamping(btScalar damp)btMultiBodyinline
setMaxAppliedImpulse(btScalar maxImp)btMultiBodyinline
setNumLinks(int numLinks)btMultiBodyinline
setupPrismatic(int i, btScalar mass, const btVector3 &inertia, int parent, const btQuaternion &rot_parent_to_this, const btVector3 &joint_axis, const btVector3 &r_vector_when_q_zero, bool disableParentCollision=false)btMultiBody
setupRevolute(int i, btScalar mass, const btVector3 &inertia, int parent, const btQuaternion &zero_rot_parent_to_this, const btVector3 &joint_axis, const btVector3 &parent_axis_position, const btVector3 &my_axis_position, bool disableParentCollision=false)btMultiBody
setUseGyroTerm(bool useGyro)btMultiBodyinline
setWorldToBaseRot(const btQuaternion &rot)btMultiBodyinline
sleep_timerbtMultiBodyprivate
solveImatrix(const btVector3 &rhs_top, const btVector3 &rhs_bot, float result[6]) const btMultiBodyprivate
stepPositions(btScalar dt)btMultiBody
stepVelocities(btScalar dt, btAlignedObjectArray< btScalar > &scratch_r, btAlignedObjectArray< btVector3 > &scratch_v, btAlignedObjectArray< btMatrix3x3 > &scratch_m)btMultiBody
vector_bufbtMultiBodyprivate
wakeUp()btMultiBody
worldDirToLocal(int i, const btVector3 &vec) const btMultiBody
worldPosToLocal(int i, const btVector3 &vec) const btMultiBody
~btMultiBody()btMultiBody