Bullet Collision Detection & Physics Library
btDynamicsWorld Member List

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

addAction(btActionInterface *action)=0btDynamicsWorldpure virtual
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)=0btDynamicsWorldpure virtual
addRigidBody(btRigidBody *body, short group, short mask)=0btDynamicsWorldpure virtual
addVehicle(btActionInterface *vehicle)btDynamicsWorldinlinevirtual
btCollisionWorld(btDispatcher *dispatcher, btBroadphaseInterface *broadphasePairCache, btCollisionConfiguration *collisionConfiguration)btCollisionWorld
btDynamicsWorld(btDispatcher *dispatcher, btBroadphaseInterface *broadphase, btCollisionConfiguration *collisionConfiguration)btDynamicsWorldinline
clearForces()=0btDynamicsWorldpure virtual
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()=0btDynamicsWorldpure virtual
getBroadphase() const btCollisionWorldinline
getBroadphase()btCollisionWorldinline
getCollisionObjectArray()btCollisionWorldinline
getCollisionObjectArray() const btCollisionWorldinline
getConstraint(int index)btDynamicsWorldinlinevirtual
getConstraint(int index) const btDynamicsWorldinlinevirtual
getConstraintSolver()=0btDynamicsWorldpure virtual
getDebugDrawer()btCollisionWorldinlinevirtual
getDispatcher()btCollisionWorldinline
getDispatcher() const btCollisionWorldinline
getDispatchInfo()btCollisionWorldinline
getDispatchInfo() const btCollisionWorldinline
getForceUpdateAllAabbs() const btCollisionWorldinline
getGravity() const =0btDynamicsWorldpure virtual
getNumCollisionObjects() const btCollisionWorldinline
getNumConstraints() const btDynamicsWorldinlinevirtual
getPairCache()btCollisionWorldinline
getSolverInfo()btDynamicsWorldinline
getWorldType() const =0btDynamicsWorldpure virtual
getWorldUserInfo() const btDynamicsWorldinline
m_broadphasePairCachebtCollisionWorldprotected
m_collisionObjectsbtCollisionWorldprotected
m_debugDrawerbtCollisionWorldprotected
m_dispatcher1btCollisionWorldprotected
m_dispatchInfobtCollisionWorldprotected
m_forceUpdateAllAabbsbtCollisionWorldprotected
m_internalPreTickCallbackbtDynamicsWorldprotected
m_internalTickCallbackbtDynamicsWorldprotected
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
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)=0btDynamicsWorldpure virtual
removeCharacter(btActionInterface *character)btDynamicsWorldinlinevirtual
removeCollisionObject(btCollisionObject *collisionObject)btCollisionWorldvirtual
removeConstraint(btTypedConstraint *constraint)btDynamicsWorldinlinevirtual
removeRigidBody(btRigidBody *body)=0btDynamicsWorldpure virtual
removeVehicle(btActionInterface *vehicle)btDynamicsWorldinlinevirtual
serialize(btSerializer *serializer)btCollisionWorldvirtual
serializeCollisionObjects(btSerializer *serializer)btCollisionWorldprotected
setBroadphase(btBroadphaseInterface *pairCache)btCollisionWorldinline
setConstraintSolver(btConstraintSolver *solver)=0btDynamicsWorldpure virtual
setDebugDrawer(btIDebugDraw *debugDrawer)btCollisionWorldinlinevirtual
setForceUpdateAllAabbs(bool forceUpdateAllAabbs)btCollisionWorldinline
setGravity(const btVector3 &gravity)=0btDynamicsWorldpure virtual
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.))=0btDynamicsWorldpure virtual
synchronizeMotionStates()=0btDynamicsWorldpure virtual
updateAabbs()btCollisionWorldvirtual
updateSingleAabb(btCollisionObject *colObj)btCollisionWorld
~btCollisionWorld()btCollisionWorldvirtual
~btDynamicsWorld()btDynamicsWorldinlinevirtual