Bullet Collision Detection & Physics Library
btDiscreteDynamicsWorld Member List

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

addAction(btActionInterface *)btDiscreteDynamicsWorldvirtual
addCharacter(btActionInterface *character)btDiscreteDynamicsWorldvirtual
addCollisionObject(btCollisionObject *collisionObject, short int collisionFilterGroup=btBroadphaseProxy::StaticFilter, short int collisionFilterMask=btBroadphaseProxy::AllFilter^btBroadphaseProxy::StaticFilter)btDiscreteDynamicsWorldvirtual
addConstraint(btTypedConstraint *constraint, bool disableCollisionsBetweenLinkedBodies=false)btDiscreteDynamicsWorldvirtual
addRigidBody(btRigidBody *body)btDiscreteDynamicsWorldvirtual
addRigidBody(btRigidBody *body, short group, short mask)btDiscreteDynamicsWorldvirtual
addVehicle(btActionInterface *vehicle)btDiscreteDynamicsWorldvirtual
applyGravity()btDiscreteDynamicsWorldvirtual
BT_DECLARE_ALIGNED_ALLOCATOR()btDiscreteDynamicsWorld
btCollisionWorld(btDispatcher *dispatcher, btBroadphaseInterface *broadphasePairCache, btCollisionConfiguration *collisionConfiguration)btCollisionWorld
btDiscreteDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *pairCache, btConstraintSolver *constraintSolver, btCollisionConfiguration *collisionConfiguration)btDiscreteDynamicsWorld
btDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *broadphase, btCollisionConfiguration *collisionConfiguration)btDynamicsWorldinline
calculateSimulationIslands()btDiscreteDynamicsWorldprotectedvirtual
clearForces()btDiscreteDynamicsWorldvirtual
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
createPredictiveContacts(btScalar timeStep)btDiscreteDynamicsWorldprotected
debugDrawConstraint(btTypedConstraint *constraint)btDiscreteDynamicsWorld
debugDrawObject(const btTransform &worldTransform, const btCollisionShape *shape, const btVector3 &color)btCollisionWorldvirtual
debugDrawWorld()btDiscreteDynamicsWorldvirtual
getApplySpeculativeContactRestitution() const btDiscreteDynamicsWorldinline
getBroadphase() const btCollisionWorldinline
getBroadphase()btCollisionWorldinline
getCollisionObjectArray()btCollisionWorldinline
getCollisionObjectArray() const btCollisionWorldinline
getCollisionWorld()btDiscreteDynamicsWorldinline
getConstraint(int index)btDiscreteDynamicsWorldvirtual
getConstraint(int index) const btDiscreteDynamicsWorldvirtual
getConstraintSolver()btDiscreteDynamicsWorldvirtual
getDebugDrawer()btCollisionWorldinlinevirtual
getDispatcher()btCollisionWorldinline
getDispatcher() const btCollisionWorldinline
getDispatchInfo()btCollisionWorldinline
getDispatchInfo() const btCollisionWorldinline
getForceUpdateAllAabbs() const btCollisionWorldinline
getGravity() const btDiscreteDynamicsWorldvirtual
getLatencyMotionStateInterpolation() const btDiscreteDynamicsWorldinline
getNumCollisionObjects() const btCollisionWorldinline
getNumConstraints() const btDiscreteDynamicsWorldvirtual
getPairCache()btCollisionWorldinline
getSimulationIslandManager()btDiscreteDynamicsWorldinline
getSimulationIslandManager() const btDiscreteDynamicsWorldinline
getSolverInfo()btDynamicsWorldinline
getSynchronizeAllMotionStates() const btDiscreteDynamicsWorldinline
getWorldType() const btDiscreteDynamicsWorldinlinevirtual
getWorldUserInfo() const btDynamicsWorldinline
integrateTransforms(btScalar timeStep)btDiscreteDynamicsWorldprotectedvirtual
internalSingleStepSimulation(btScalar timeStep)btDiscreteDynamicsWorldprotectedvirtual
m_actionsbtDiscreteDynamicsWorldprotected
m_applySpeculativeContactRestitutionbtDiscreteDynamicsWorldprotected
m_broadphasePairCachebtCollisionWorldprotected
m_collisionObjectsbtCollisionWorldprotected
m_constraintsbtDiscreteDynamicsWorldprotected
m_constraintSolverbtDiscreteDynamicsWorldprotected
m_debugDrawerbtCollisionWorldprotected
m_dispatcher1btCollisionWorldprotected
m_dispatchInfobtCollisionWorldprotected
m_fixedTimeStepbtDiscreteDynamicsWorldprotected
m_forceUpdateAllAabbsbtCollisionWorldprotected
m_gravitybtDiscreteDynamicsWorldprotected
m_internalPreTickCallbackbtDynamicsWorldprotected
m_internalTickCallbackbtDynamicsWorldprotected
m_islandManagerbtDiscreteDynamicsWorldprotected
m_latencyMotionStateInterpolationbtDiscreteDynamicsWorldprotected
m_localTimebtDiscreteDynamicsWorldprotected
m_nonStaticRigidBodiesbtDiscreteDynamicsWorldprotected
m_ownsConstraintSolverbtDiscreteDynamicsWorldprotected
m_ownsIslandManagerbtDiscreteDynamicsWorldprotected
m_predictiveManifoldsbtDiscreteDynamicsWorldprotected
m_profileTimingsbtDiscreteDynamicsWorldprotected
m_solverInfobtDynamicsWorldprotected
m_solverIslandCallbackbtDiscreteDynamicsWorldprotected
m_sortedConstraintsbtDiscreteDynamicsWorldprotected
m_synchronizeAllMotionStatesbtDiscreteDynamicsWorldprotected
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)btDiscreteDynamicsWorldprotectedvirtual
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 *)btDiscreteDynamicsWorldvirtual
removeCharacter(btActionInterface *character)btDiscreteDynamicsWorldvirtual
removeCollisionObject(btCollisionObject *collisionObject)btDiscreteDynamicsWorldvirtual
removeConstraint(btTypedConstraint *constraint)btDiscreteDynamicsWorldvirtual
removeRigidBody(btRigidBody *body)btDiscreteDynamicsWorldvirtual
removeVehicle(btActionInterface *vehicle)btDiscreteDynamicsWorldvirtual
saveKinematicState(btScalar timeStep)btDiscreteDynamicsWorldprotectedvirtual
serialize(btSerializer *serializer)btDiscreteDynamicsWorldvirtual
serializeCollisionObjects(btSerializer *serializer)btCollisionWorldprotected
serializeDynamicsWorldInfo(btSerializer *serializer)btDiscreteDynamicsWorldprotected
serializeRigidBodies(btSerializer *serializer)btDiscreteDynamicsWorldprotected
setApplySpeculativeContactRestitution(bool enable)btDiscreteDynamicsWorldinline
setBroadphase(btBroadphaseInterface *pairCache)btCollisionWorldinline
setConstraintSolver(btConstraintSolver *solver)btDiscreteDynamicsWorldvirtual
setDebugDrawer(btIDebugDraw *debugDrawer)btCollisionWorldinlinevirtual
setForceUpdateAllAabbs(bool forceUpdateAllAabbs)btCollisionWorldinline
setGravity(const btVector3 &gravity)btDiscreteDynamicsWorldvirtual
setInternalTickCallback(btInternalTickCallback cb, void *worldUserInfo=0, bool isPreTick=false)btDynamicsWorldinline
setLatencyMotionStateInterpolation(bool latencyInterpolation)btDiscreteDynamicsWorldinline
setNumTasks(int numTasks)btDiscreteDynamicsWorldinlinevirtual
setSynchronizeAllMotionStates(bool synchronizeAll)btDiscreteDynamicsWorldinline
setWorldUserInfo(void *worldUserInfo)btDynamicsWorldinline
solveConstraints(btContactSolverInfo &solverInfo)btDiscreteDynamicsWorldprotectedvirtual
startProfiling(btScalar timeStep)btDiscreteDynamicsWorldprotected
stepSimulation(btScalar timeStep, int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))btDiscreteDynamicsWorldvirtual
synchronizeMotionStates()btDiscreteDynamicsWorldvirtual
synchronizeSingleMotionState(btRigidBody *body)btDiscreteDynamicsWorld
updateAabbs()btCollisionWorldvirtual
updateActions(btScalar timeStep)btDiscreteDynamicsWorldprotected
updateActivationState(btScalar timeStep)btDiscreteDynamicsWorldprotectedvirtual
updateSingleAabb(btCollisionObject *colObj)btCollisionWorld
updateVehicles(btScalar timeStep)btDiscreteDynamicsWorldinlinevirtual
~btCollisionWorld()btCollisionWorldvirtual
~btDiscreteDynamicsWorld()btDiscreteDynamicsWorldvirtual
~btDynamicsWorld()btDynamicsWorldinlinevirtual