Bullet Collision Detection & Physics Library
btSimpleDynamicsWorld Member List

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

addAction(btActionInterface *action)btSimpleDynamicsWorldvirtual
addCharacter(btActionInterface *character)btDynamicsWorldinlinevirtual
addCollisionObject(btCollisionObject *collisionObject, short int collisionFilterGroup=btBroadphaseProxy::DefaultFilter, short int collisionFilterMask=btBroadphaseProxy::AllFilter)btCollisionWorldvirtual
addConstraint(btTypedConstraint *constraint, bool disableCollisionsBetweenLinkedBodies=false)btDynamicsWorldinlinevirtual
addRigidBody(btRigidBody *body)btSimpleDynamicsWorldvirtual
addRigidBody(btRigidBody *body, short group, short mask)btSimpleDynamicsWorldvirtual
addVehicle(btActionInterface *vehicle)btDynamicsWorldinlinevirtual
btCollisionWorld(btDispatcher *dispatcher, btBroadphaseInterface *broadphasePairCache, btCollisionConfiguration *collisionConfiguration)btCollisionWorld
btDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *broadphase, btCollisionConfiguration *collisionConfiguration)btDynamicsWorldinline
btSimpleDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration)btSimpleDynamicsWorld
clearForces()btSimpleDynamicsWorldvirtual
computeOverlappingPairs()btCollisionWorldvirtual
contactPairTest(btCollisionObject *colObjA, btCollisionObject *colObjB, ContactResultCallback &resultCallback)btCollisionWorld
contactTest(btCollisionObject *colObj, ContactResultCallback &resultCallback)btCollisionWorld
convexSweepTest(const btConvexShape *castShape, const btTransform &from, const btTransform &to, ConvexResultCallback &resultCallback, btScalar allowedCcdPenetration=btScalar(0.)) const btCollisionWorld
debugDrawObject(const btTransform &worldTransform, const btCollisionShape *shape, const btVector3 &color)btCollisionWorldvirtual
debugDrawWorld()btSimpleDynamicsWorldvirtual
getBroadphase() const btCollisionWorldinline
getBroadphase()btCollisionWorldinline
getCollisionObjectArray()btCollisionWorldinline
getCollisionObjectArray() const btCollisionWorldinline
getConstraint(int index)btDynamicsWorldinlinevirtual
getConstraint(int index) const btDynamicsWorldinlinevirtual
getConstraintSolver()btSimpleDynamicsWorldvirtual
getDebugDrawer()btCollisionWorldinlinevirtual
getDispatcher()btCollisionWorldinline
getDispatcher() const btCollisionWorldinline
getDispatchInfo()btCollisionWorldinline
getDispatchInfo() const btCollisionWorldinline
getForceUpdateAllAabbs() const btCollisionWorldinline
getGravity() const btSimpleDynamicsWorldvirtual
getNumCollisionObjects() const btCollisionWorldinline
getNumConstraints() const btDynamicsWorldinlinevirtual
getPairCache()btCollisionWorldinline
getSolverInfo()btDynamicsWorldinline
getWorldType() const btSimpleDynamicsWorldinlinevirtual
getWorldUserInfo() const btDynamicsWorldinline
integrateTransforms(btScalar timeStep)btSimpleDynamicsWorldprotected
m_broadphasePairCachebtCollisionWorldprotected
m_collisionObjectsbtCollisionWorldprotected
m_constraintSolverbtSimpleDynamicsWorldprotected
m_debugDrawerbtCollisionWorldprotected
m_dispatcher1btCollisionWorldprotected
m_dispatchInfobtCollisionWorldprotected
m_forceUpdateAllAabbsbtCollisionWorldprotected
m_gravitybtSimpleDynamicsWorldprotected
m_internalPreTickCallbackbtDynamicsWorldprotected
m_internalTickCallbackbtDynamicsWorldprotected
m_ownsConstraintSolverbtSimpleDynamicsWorldprotected
m_solverInfobtDynamicsWorldprotected
m_worldUserInfobtDynamicsWorldprotected
objectQuerySingle(const btConvexShape *castShape, const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, ConvexResultCallback &resultCallback, btScalar allowedPenetration)btCollisionWorldstatic
objectQuerySingleInternal(const btConvexShape *castShape, const btTransform &convexFromTrans, const btTransform &convexToTrans, const btCollisionObjectWrapper *colObjWrap, ConvexResultCallback &resultCallback, btScalar allowedPenetration)btCollisionWorldstatic
performDiscreteCollisionDetection()btCollisionWorldvirtual
predictUnconstraintMotion(btScalar timeStep)btSimpleDynamicsWorldprotected
rayTest(const btVector3 &rayFromWorld, const btVector3 &rayToWorld, RayResultCallback &resultCallback) const btCollisionWorldvirtual
rayTestSingle(const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, RayResultCallback &resultCallback)btCollisionWorldstatic
rayTestSingleInternal(const btTransform &rayFromTrans, const btTransform &rayToTrans, const btCollisionObjectWrapper *collisionObjectWrap, RayResultCallback &resultCallback)btCollisionWorldstatic
removeAction(btActionInterface *action)btSimpleDynamicsWorldvirtual
removeCharacter(btActionInterface *character)btDynamicsWorldinlinevirtual
removeCollisionObject(btCollisionObject *collisionObject)btSimpleDynamicsWorldvirtual
removeConstraint(btTypedConstraint *constraint)btDynamicsWorldinlinevirtual
removeRigidBody(btRigidBody *body)btSimpleDynamicsWorldvirtual
removeVehicle(btActionInterface *vehicle)btDynamicsWorldinlinevirtual
serialize(btSerializer *serializer)btCollisionWorldvirtual
serializeCollisionObjects(btSerializer *serializer)btCollisionWorldprotected
setBroadphase(btBroadphaseInterface *pairCache)btCollisionWorldinline
setConstraintSolver(btConstraintSolver *solver)btSimpleDynamicsWorldvirtual
setDebugDrawer(btIDebugDraw *debugDrawer)btCollisionWorldinlinevirtual
setForceUpdateAllAabbs(bool forceUpdateAllAabbs)btCollisionWorldinline
setGravity(const btVector3 &gravity)btSimpleDynamicsWorldvirtual
setInternalTickCallback(btInternalTickCallback cb, void *worldUserInfo=0, bool isPreTick=false)btDynamicsWorldinline
setWorldUserInfo(void *worldUserInfo)btDynamicsWorldinline
stepSimulation(btScalar timeStep, int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))btSimpleDynamicsWorldvirtual
synchronizeMotionStates()btSimpleDynamicsWorldvirtual
updateAabbs()btSimpleDynamicsWorldvirtual
updateSingleAabb(btCollisionObject *colObj)btCollisionWorld
~btCollisionWorld()btCollisionWorldvirtual
~btDynamicsWorld()btDynamicsWorldinlinevirtual
~btSimpleDynamicsWorld()btSimpleDynamicsWorldvirtual