Bullet Collision Detection & Physics Library
btMultiBodyConstraintSolver Member List

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

addFrictionConstraint(const btVector3 &normalAxis, int solverBodyIdA, int solverBodyIdB, int frictionIndex, btManifoldPoint &cp, const btVector3 &rel_pos1, const btVector3 &rel_pos2, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, btScalar desiredVelocity=0., btScalar cfmSlip=0.)btSequentialImpulseConstraintSolverprotected
addMultiBodyFrictionConstraint(const btVector3 &normalAxis, btPersistentManifold *manifold, int frictionIndex, btManifoldPoint &cp, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, const btContactSolverInfo &infoGlobal, btScalar desiredVelocity=0, btScalar cfmSlip=0)btMultiBodyConstraintSolverprotected
addRollingFrictionConstraint(const btVector3 &normalAxis, int solverBodyIdA, int solverBodyIdB, int frictionIndex, btManifoldPoint &cp, const btVector3 &rel_pos1, const btVector3 &rel_pos2, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, btScalar desiredVelocity=0, btScalar cfmSlip=0.f)btSequentialImpulseConstraintSolverprotected
allSolved(const btContactSolverInfo &, class btIDebugDraw *)btConstraintSolverinlinevirtual
applyAnisotropicFriction(btCollisionObject *colObj, btVector3 &frictionDirection, int frictionMode)btSequentialImpulseConstraintSolverprotectedstatic
applyDeltaVee(btScalar *deltaV, btScalar impulse, int velocityIndex, int ndof)btMultiBodyConstraintSolverprotected
BT_DECLARE_ALIGNED_ALLOCATOR()btMultiBodyConstraintSolver
btRand2()btSequentialImpulseConstraintSolver
btRandInt2(int n)btSequentialImpulseConstraintSolver
btSequentialImpulseConstraintSolver()btSequentialImpulseConstraintSolver
convertContact(btPersistentManifold *manifold, const btContactSolverInfo &infoGlobal)btSequentialImpulseConstraintSolverprotected
convertContacts(btPersistentManifold **manifoldPtr, int numManifolds, const btContactSolverInfo &infoGlobal)btMultiBodyConstraintSolverprotectedvirtual
convertMultiBodyContact(btPersistentManifold *manifold, const btContactSolverInfo &infoGlobal)btMultiBodyConstraintSolverprotected
getOrInitSolverBody(btCollisionObject &body, btScalar timeStep)btSequentialImpulseConstraintSolverprotected
getRandSeed() const btSequentialImpulseConstraintSolverinline
getSolverType() const btSequentialImpulseConstraintSolverinlinevirtual
initSolverBody(btSolverBody *solverBody, btCollisionObject *collisionObject, btScalar timeStep)btSequentialImpulseConstraintSolverprotected
m_btSeed2btSequentialImpulseConstraintSolverprotected
m_databtMultiBodyConstraintSolverprotected
m_fixedBodyIdbtSequentialImpulseConstraintSolverprotected
m_maxOverrideNumSolverIterationsbtSequentialImpulseConstraintSolverprotected
m_multiBodyFrictionContactConstraintsbtMultiBodyConstraintSolverprotected
m_multiBodyNonContactConstraintsbtMultiBodyConstraintSolverprotected
m_multiBodyNormalContactConstraintsbtMultiBodyConstraintSolverprotected
m_orderFrictionConstraintPoolbtSequentialImpulseConstraintSolverprotected
m_orderNonContactConstraintPoolbtSequentialImpulseConstraintSolverprotected
m_orderTmpConstraintPoolbtSequentialImpulseConstraintSolverprotected
m_tmpConstraintSizesPoolbtSequentialImpulseConstraintSolverprotected
m_tmpMultiBodyConstraintsbtMultiBodyConstraintSolverprotected
m_tmpNumMultiBodyConstraintsbtMultiBodyConstraintSolverprotected
m_tmpSolverBodyPoolbtSequentialImpulseConstraintSolverprotected
m_tmpSolverContactConstraintPoolbtSequentialImpulseConstraintSolverprotected
m_tmpSolverContactFrictionConstraintPoolbtSequentialImpulseConstraintSolverprotected
m_tmpSolverContactRollingFrictionConstraintPoolbtSequentialImpulseConstraintSolverprotected
m_tmpSolverNonContactConstraintPoolbtSequentialImpulseConstraintSolverprotected
prepareSolve(int, int)btConstraintSolverinlinevirtual
reset()btSequentialImpulseConstraintSolvervirtual
resolveSingleConstraintRowGeneric(const btMultiBodySolverConstraint &c)btMultiBodyConstraintSolverprotected
btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)btSequentialImpulseConstraintSolverprotected
resolveSingleConstraintRowGenericMultiBody(const btMultiBodySolverConstraint &c)btMultiBodyConstraintSolverprotected
resolveSingleConstraintRowGenericSIMD(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)btSequentialImpulseConstraintSolverprotected
resolveSingleConstraintRowLowerLimit(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)btSequentialImpulseConstraintSolverprotected
resolveSingleConstraintRowLowerLimitSIMD(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)btSequentialImpulseConstraintSolverprotected
resolveSplitPenetrationImpulseCacheFriendly(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)btSequentialImpulseConstraintSolverprotected
resolveSplitPenetrationSIMD(btSolverBody &bodyA, btSolverBody &bodyB, const btSolverConstraint &contactConstraint)btSequentialImpulseConstraintSolverprotected
restitutionCurve(btScalar rel_vel, btScalar restitution)btSequentialImpulseConstraintSolverprotected
setFrictionConstraintImpulse(btSolverConstraint &solverConstraint, int solverBodyIdA, int solverBodyIdB, btManifoldPoint &cp, const btContactSolverInfo &infoGlobal)btSequentialImpulseConstraintSolverprotected
setRandSeed(unsigned long seed)btSequentialImpulseConstraintSolverinline
setupContactConstraint(btSolverConstraint &solverConstraint, int solverBodyIdA, int solverBodyIdB, btManifoldPoint &cp, const btContactSolverInfo &infoGlobal, btScalar &relaxation, const btVector3 &rel_pos1, const btVector3 &rel_pos2)btSequentialImpulseConstraintSolverprotected
setupFrictionConstraint(btSolverConstraint &solverConstraint, const btVector3 &normalAxis, int solverBodyIdA, int solverBodyIdB, btManifoldPoint &cp, const btVector3 &rel_pos1, const btVector3 &rel_pos2, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, btScalar desiredVelocity=0., btScalar cfmSlip=0.)btSequentialImpulseConstraintSolverprotected
setupMultiBodyContactConstraint(btMultiBodySolverConstraint &solverConstraint, const btVector3 &contactNormal, btManifoldPoint &cp, const btContactSolverInfo &infoGlobal, btScalar &relaxation, bool isFriction, btScalar desiredVelocity=0, btScalar cfmSlip=0)btMultiBodyConstraintSolverprotected
setupMultiBodyJointLimitConstraint(btMultiBodySolverConstraint &constraintRow, btScalar *jacA, btScalar *jacB, btScalar penetration, btScalar combinedFrictionCoeff, btScalar combinedRestitutionCoeff, const btContactSolverInfo &infoGlobal)btMultiBodyConstraintSolverprotected
setupRollingFrictionConstraint(btSolverConstraint &solverConstraint, const btVector3 &normalAxis, int solverBodyIdA, int solverBodyIdB, btManifoldPoint &cp, const btVector3 &rel_pos1, const btVector3 &rel_pos2, btCollisionObject *colObj0, btCollisionObject *colObj1, btScalar relaxation, btScalar desiredVelocity=0., btScalar cfmSlip=0.)btSequentialImpulseConstraintSolverprotected
solveGroup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifold, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &info, btIDebugDraw *debugDrawer, btDispatcher *dispatcher)btMultiBodyConstraintSolvervirtual
solveGroupCacheFriendlyFinish(btCollisionObject **bodies, int numBodies, const btContactSolverInfo &infoGlobal)btSequentialImpulseConstraintSolverprotectedvirtual
solveGroupCacheFriendlyIterations(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)btSequentialImpulseConstraintSolverprotectedvirtual
solveGroupCacheFriendlySetup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)btMultiBodyConstraintSolverprotectedvirtual
solveGroupCacheFriendlySplitImpulseIterations(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)btSequentialImpulseConstraintSolverprotectedvirtual
solveMultiBodyGroup(btCollisionObject **bodies, int numBodies, btPersistentManifold **manifold, int numManifolds, btTypedConstraint **constraints, int numConstraints, btMultiBodyConstraint **multiBodyConstraints, int numMultiBodyConstraints, const btContactSolverInfo &info, btIDebugDraw *debugDrawer, btDispatcher *dispatcher)btMultiBodyConstraintSolvervirtual
solveSingleIteration(int iteration, btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer)btMultiBodyConstraintSolverprotectedvirtual
~btConstraintSolver()btConstraintSolverinlinevirtual
~btSequentialImpulseConstraintSolver()btSequentialImpulseConstraintSolvervirtual