Bullet Collision Detection & Physics Library
btBvhTriangleMeshShape Member List

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

BT_DECLARE_ALIGNED_ALLOCATOR()btBvhTriangleMeshShape
btBvhTriangleMeshShape(btStridingMeshInterface *meshInterface, bool useQuantizedAabbCompression, bool buildBvh=true)btBvhTriangleMeshShape
btBvhTriangleMeshShape(btStridingMeshInterface *meshInterface, bool useQuantizedAabbCompression, const btVector3 &bvhAabbMin, const btVector3 &bvhAabbMax, bool buildBvh=true)btBvhTriangleMeshShape
btCollisionShape()btCollisionShapeinline
btConcaveShape()btConcaveShape
btTriangleMeshShape(btStridingMeshInterface *meshInterface)btTriangleMeshShapeprotected
buildOptimizedBvh()btBvhTriangleMeshShape
calculateLocalInertia(btScalar mass, btVector3 &inertia) const btTriangleMeshShapevirtual
calculateSerializeBufferSize() const btBvhTriangleMeshShapeinlinevirtual
calculateTemporalAabb(const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btVector3 &temporalAabbMin, btVector3 &temporalAabbMax) const btCollisionShape
getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const btTriangleMeshShapevirtual
getAngularMotionDisc() const btCollisionShapevirtual
getAnisotropicRollingFrictionDirection() const btCollisionShapeinlinevirtual
getBoundingSphere(btVector3 &center, btScalar &radius) const btCollisionShapevirtual
getContactBreakingThreshold(btScalar defaultContactThresholdFactor) const btCollisionShapevirtual
getLocalAabbMax() const btTriangleMeshShapeinline
getLocalAabbMin() const btTriangleMeshShapeinline
getLocalScaling() const btTriangleMeshShapevirtual
getMargin() const btConcaveShapeinlinevirtual
getMeshInterface()btTriangleMeshShapeinline
getMeshInterface() const btTriangleMeshShapeinline
getName() const btBvhTriangleMeshShapeinlinevirtual
getOptimizedBvh()btBvhTriangleMeshShapeinline
getOwnsBvh() const btBvhTriangleMeshShapeinline
getShapeType() const btCollisionShapeinline
getTriangleInfoMap() const btBvhTriangleMeshShapeinline
getTriangleInfoMap()btBvhTriangleMeshShapeinline
getUserPointer() const btCollisionShapeinline
isCompound() const btCollisionShapeinline
isConcave() const btCollisionShapeinline
isConvex() const btCollisionShapeinline
isConvex2d() const btCollisionShapeinline
isInfinite() const btCollisionShapeinline
isNonMoving() const btCollisionShapeinline
isPolyhedral() const btCollisionShapeinline
isSoftBody() const btCollisionShapeinline
localGetSupportingVertex(const btVector3 &vec) const btTriangleMeshShapevirtual
localGetSupportingVertexWithoutMargin(const btVector3 &vec) const btTriangleMeshShapeinlinevirtual
m_bvhbtBvhTriangleMeshShapeprivate
m_collisionMarginbtConcaveShapeprotected
m_localAabbMaxbtTriangleMeshShapeprotected
m_localAabbMinbtTriangleMeshShapeprotected
m_meshInterfacebtTriangleMeshShapeprotected
m_ownsBvhbtBvhTriangleMeshShapeprivate
m_padbtBvhTriangleMeshShapeprivate
m_shapeTypebtCollisionShapeprotected
m_triangleInfoMapbtBvhTriangleMeshShapeprivate
m_useQuantizedAabbCompressionbtBvhTriangleMeshShapeprivate
m_userPointerbtCollisionShapeprotected
partialRefitTree(const btVector3 &aabbMin, const btVector3 &aabbMax)btBvhTriangleMeshShape
performConvexcast(btTriangleCallback *callback, const btVector3 &boxSource, const btVector3 &boxTarget, const btVector3 &boxMin, const btVector3 &boxMax)btBvhTriangleMeshShape
performRaycast(btTriangleCallback *callback, const btVector3 &raySource, const btVector3 &rayTarget)btBvhTriangleMeshShape
processAllTriangles(btTriangleCallback *callback, const btVector3 &aabbMin, const btVector3 &aabbMax) const btBvhTriangleMeshShapevirtual
recalcLocalAabb()btTriangleMeshShape
refitTree(const btVector3 &aabbMin, const btVector3 &aabbMax)btBvhTriangleMeshShape
serialize(void *dataBuffer, btSerializer *serializer) const btBvhTriangleMeshShapevirtual
serializeSingleBvh(btSerializer *serializer) const btBvhTriangleMeshShapevirtual
serializeSingleShape(btSerializer *serializer) const btCollisionShapevirtual
serializeSingleTriangleInfoMap(btSerializer *serializer) const btBvhTriangleMeshShapevirtual
setLocalScaling(const btVector3 &scaling)btBvhTriangleMeshShapevirtual
setMargin(btScalar collisionMargin)btConcaveShapeinlinevirtual
setOptimizedBvh(btOptimizedBvh *bvh, const btVector3 &localScaling=btVector3(1, 1, 1))btBvhTriangleMeshShape
setTriangleInfoMap(btTriangleInfoMap *triangleInfoMap)btBvhTriangleMeshShapeinline
setUserPointer(void *userPtr)btCollisionShapeinline
usesQuantizedAabbCompression() const btBvhTriangleMeshShapeinline
~btBvhTriangleMeshShape()btBvhTriangleMeshShapevirtual
~btCollisionShape()btCollisionShapeinlinevirtual
~btConcaveShape()btConcaveShapevirtual
~btTriangleMeshShape()btTriangleMeshShapevirtual