btSoftBody Member List
This is the complete list of members for btSoftBody, including all inherited members.
addForce(const btVector3 &force)btSoftBody
addForce(const btVector3 &force, int node)btSoftBody
addVelocity(const btVector3 &velocity)btSoftBody
addVelocity(const btVector3 &velocity, int node)btSoftBody
appendAnchor(int node, btRigidBody *body, bool disableCollisionBetweenLinkedBodies=false, btScalar influence=1)btSoftBody
appendAnchor(int node, btRigidBody *body, const btVector3 &localPivot, bool disableCollisionBetweenLinkedBodies=false, btScalar influence=1)btSoftBody
appendAngularJoint(const AJoint::Specs &specs, Cluster *body0, Body body1)btSoftBody
appendAngularJoint(const AJoint::Specs &specs, Body body=Body())btSoftBody
appendAngularJoint(const AJoint::Specs &specs, btSoftBody *body)btSoftBody
appendFace(int model=-1, Material *mat=0)btSoftBody
appendFace(int node0, int node1, int node2, Material *mat=0)btSoftBody
appendLinearJoint(const LJoint::Specs &specs, Cluster *body0, Body body1)btSoftBody
appendLinearJoint(const LJoint::Specs &specs, Body body=Body())btSoftBody
appendLinearJoint(const LJoint::Specs &specs, btSoftBody *body)btSoftBody
appendLink(int model=-1, Material *mat=0)btSoftBody
appendLink(int node0, int node1, Material *mat=0, bool bcheckexist=false)btSoftBody
appendLink(Node *node0, Node *node1, Material *mat=0, bool bcheckexist=false)btSoftBody
appendMaterial()btSoftBody
appendNode(const btVector3 &x, btScalar m)btSoftBody
appendNote(const char *text, const btVector3 &o, const btVector4 &c=btVector4(1, 0, 0, 0), Node *n0=0, Node *n1=0, Node *n2=0, Node *n3=0)btSoftBody
appendNote(const char *text, const btVector3 &o, Node *feature)btSoftBody
appendNote(const char *text, const btVector3 &o, Link *feature)btSoftBody
appendNote(const char *text, const btVector3 &o, Face *feature)btSoftBody
appendTetra(int model, Material *mat)btSoftBody
appendTetra(int node0, int node1, int node2, int node3, Material *mat=0)btSoftBody
applyClusters(bool drift)btSoftBody
applyForces()btSoftBody
btSoftBody(btSoftBodyWorldInfo *worldInfo, int node_count, const btVector3 *x, const btScalar *m)btSoftBody
btSoftBody(btSoftBodyWorldInfo *worldInfo)btSoftBody
calculateSerializeBufferSize() const btSoftBody [virtual]
checkContact(btCollisionObject *colObj, const btVector3 &x, btScalar margin, btSoftBody::sCti &cti) const btSoftBody
checkFace(int node0, int node1, int node2) const btSoftBody
checkLink(int node0, int node1) const btSoftBody
checkLink(const Node *node0, const Node *node1) const btSoftBody
cleanupClusters()btSoftBody
clusterAImpulse(Cluster *cluster, const Impulse &impulse)btSoftBody [static]
clusterCom(const Cluster *cluster)btSoftBody [static]
clusterCom(int cluster) const btSoftBody
clusterCount() const btSoftBody
clusterDAImpulse(Cluster *cluster, const btVector3 &impulse)btSoftBody [static]
clusterDCImpulse(Cluster *cluster, const btVector3 &impulse)btSoftBody [static]
clusterDImpulse(Cluster *cluster, const btVector3 &rpos, const btVector3 &impulse)btSoftBody [static]
clusterImpulse(Cluster *cluster, const btVector3 &rpos, const Impulse &impulse)btSoftBody [static]
clusterVAImpulse(Cluster *cluster, const btVector3 &impulse)btSoftBody [static]
clusterVelocity(const Cluster *cluster, const btVector3 &rpos)btSoftBody [static]
clusterVImpulse(Cluster *cluster, const btVector3 &rpos, const btVector3 &impulse)btSoftBody [static]
cutLink(int node0, int node1, btScalar position)btSoftBody
cutLink(const Node *node0, const Node *node1, btScalar position)btSoftBody
dampClusters()btSoftBody
defaultCollisionHandler(btCollisionObject *pco)btSoftBody
defaultCollisionHandler(btSoftBody *psb)btSoftBody
evaluateCom() const btSoftBody
generateBendingConstraints(int distance, Material *mat=0)btSoftBody
generateClusters(int k, int maxiterations=8192)btSoftBody
getAabb(btVector3 &aabbMin, btVector3 &aabbMax) const btSoftBody [inline, virtual]
getMass(int node) const btSoftBody
getSoftBodySolver()btSoftBody [inline]
getSoftBodySolver() const btSoftBody [inline]
getSolver(ePSolver::_ solver)btSoftBody [static]
getSolver(eVSolver::_ solver)btSoftBody [static]
getTotalMass() const btSoftBody
getVolume() const btSoftBody
getWindVelocity()btSoftBody
getWorldInfo()btSoftBody [inline]
indicesToPointers(const int *map=0)btSoftBody
initDefaults()btSoftBody
initializeClusters()btSoftBody
initializeFaceTree()btSoftBody
integrateMotion()btSoftBody
m_anchorsbtSoftBody
m_boundsbtSoftBody
m_bUpdateRtCstbtSoftBody
m_cdbvtbtSoftBody
m_cfgbtSoftBody
m_clusterConnectivitybtSoftBody
m_clustersbtSoftBody
m_collisionDisabledObjectsbtSoftBody
m_facesbtSoftBody
m_fdbvtbtSoftBody
m_initialWorldTransformbtSoftBody
m_jointsbtSoftBody
m_linksbtSoftBody
m_materialsbtSoftBody
m_ndbvtbtSoftBody
m_nodesbtSoftBody
m_notesbtSoftBody
m_posebtSoftBody
m_rcontactsbtSoftBody
m_scontactsbtSoftBody
m_softBodySolverbtSoftBody
m_sstbtSoftBody
m_tagbtSoftBody
m_tetrasbtSoftBody
m_timeaccbtSoftBody
m_userIndexMappingbtSoftBody
m_windVelocitybtSoftBody
m_worldInfobtSoftBody
pointersToIndices()btSoftBody
predictMotion(btScalar dt)btSoftBody
prepareClusters(int iterations)btSoftBody
PSolve_Anchors(btSoftBody *psb, btScalar kst, btScalar ti)btSoftBody [static]
PSolve_Links(btSoftBody *psb, btScalar kst, btScalar ti)btSoftBody [static]
PSolve_RContacts(btSoftBody *psb, btScalar kst, btScalar ti)btSoftBody [static]
PSolve_SContacts(btSoftBody *psb, btScalar, btScalar ti)btSoftBody [static]
psolver_t typedefbtSoftBody
randomizeConstraints()btSoftBody
rayTest(const btVector3 &rayFrom, const btVector3 &rayTo, sRayCast &results)btSoftBody
rayTest(const btVector3 &rayFrom, const btVector3 &rayTo, btScalar &mint, eFeature::_ &feature, int &index, bool bcountonly) const btSoftBody
refine(ImplicitFn *ifn, btScalar accurary, bool cut)btSoftBody
releaseCluster(int index)btSoftBody
releaseClusters()btSoftBody
rotate(const btQuaternion &rot)btSoftBody
scale(const btVector3 &scl)btSoftBody
serialize(void *dataBuffer, class btSerializer *serializer) const btSoftBody [virtual]
setCollisionShape(btCollisionShape *collisionShape)btSoftBody [inline, virtual]
setMass(int node, btScalar mass)btSoftBody
setPose(bool bvolume, bool bframe)btSoftBody
setSoftBodySolver(btSoftBodySolver *softBodySolver)btSoftBody [inline]
setSolver(eSolverPresets::_ preset)btSoftBody
setTotalDensity(btScalar density)btSoftBody
setTotalMass(btScalar mass, bool fromfaces=false)btSoftBody
setVelocity(const btVector3 &velocity)btSoftBody
setVolumeDensity(btScalar density)btSoftBody
setVolumeMass(btScalar mass)btSoftBody
setWindVelocity(const btVector3 &velocity)btSoftBody
solveClusters(const btAlignedObjectArray< btSoftBody * > &bodies)btSoftBody [static]
solveClusters(btScalar sor)btSoftBody
solveCommonConstraints(btSoftBody **bodies, int count, int iterations)btSoftBody [static]
solveConstraints()btSoftBody
staticSolve(int iterations)btSoftBody
tAnchorArray typedefbtSoftBody
tClusterArray typedefbtSoftBody
tFaceArray typedefbtSoftBody
tJointArray typedefbtSoftBody
tLeafArray typedefbtSoftBody
tLinkArray typedefbtSoftBody
tMaterialArray typedefbtSoftBody
tNodeArray typedefbtSoftBody
tNoteArray typedefbtSoftBody
tPSolverArray typedefbtSoftBody
transform(const btTransform &trs)btSoftBody
translate(const btVector3 &trs)btSoftBody
tRContactArray typedefbtSoftBody
tScalarArray typedefbtSoftBody
tSContactArray typedefbtSoftBody
tSoftBodyArray typedefbtSoftBody
tTetraArray typedefbtSoftBody
tVector3Array typedefbtSoftBody
tVSolverArray typedefbtSoftBody
upcast(const btCollisionObject *colObj)btSoftBody [inline, static]
upcast(btCollisionObject *colObj)btSoftBody [inline, static]
updateBounds()btSoftBody
updateClusters()btSoftBody
updateConstants()btSoftBody
updateNormals()btSoftBody
updatePose()btSoftBody
VSolve_Links(btSoftBody *psb, btScalar kst)btSoftBody [static]
vsolver_t typedefbtSoftBody
~btSoftBody()btSoftBody [virtual]
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bullet
Author(s): Erwin Coumans, ROS package maintained by Tully Foote
autogenerated on Wed Oct 31 2012 07:54:32