HDK
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This is the complete list of members for RBD_Object, including all inherited members.
accumulateConstraints(const RBD_Solver *solver, RBD_Object *piece, UT_Vector3Array &hard_objpos, UT_Vector3Array &hard_goalpos, UT_Matrix3 &hard_spatialfilter, UT_Matrix3 &hard_rotationalfilter, const SIM_Time &time, const SIM_Time &endtime) | RBD_Object | protected |
accumulatePointVelocity(UT_Vector3Array &pos, UT_Vector3Array &vel) const | RBD_Object | |
addGlueSubObject(RBD_Object *obj) | RBD_Object | |
applyImpacts(const SIM_Impacts *impacts, const SIM_Time &time, const SIM_Time ×tep) | RBD_Object | |
applyImpulse(const UT_Vector3 &pos, fpreal impulse, const UT_Vector3 &normal) | RBD_Object | |
buildConstraints(const RBD_Solver *solver, const SIM_Time &time, const SIM_Time &endtime) | RBD_Object | |
buildImpulseModel(UT_DMatrix3 &k, const UT_Vector3 &f, const UT_Vector3 &p) const | RBD_Object | |
buildImpulseModelForA(UT_DMatrix3 &k, const UT_Vector3 &f, const UT_Vector3 &p, RBD_Object *A) const | RBD_Object | |
cachePhysicalValues() | RBD_Object | |
clearAllSolveInfo(const SIM_Engine *engine) | SIM_ObjectSolveInfo | static |
clearCollideCache() | RBD_Object | |
findOverlapIdx(const RBD_Solver *solver, UT_IntArray &overlap) | RBD_Object | inline |
gatherBuilderRequests(UT_Array< GU_SDFDelayedBuilder > &buildrequests) | RBD_Object | |
getAffector(int j) const | RBD_Object | inline |
getArrayIndex() const | RBD_Object | inline |
getBBox(UT_BoundingBox &bbox) const | RBD_Object | |
getCollideCache() | RBD_Object | inline |
getCollider(int j, const char *defaultlabel) const | RBD_Object | inline |
getCreatedBySolver() const | SIM_ObjectSolveInfo | |
getGeometry() const | RBD_Object | inline |
getGlueParent() const | RBD_Object | inline |
getGlueSubObjects(RBD_ObjectArray &objlist) const | RBD_Object | |
getImpactApplyType(int j) const | RBD_Object | inline |
getImpacts() | RBD_Object | |
getNthGlueSubObject(int i) const | RBD_Object | |
getNumAffectors() const | RBD_Object | inline |
getNumGlueSubObjects() const | RBD_Object | |
getObject() const | RBD_Object | inline |
getPropertyAtPosition(const SIM_Property &property, const UT_Vector3 &pos) const | RBD_Object | |
getRadius() const | RBD_Object | inline |
getSDF() const | RBD_Object | inline |
getSphereTree() const | RBD_Object | |
getStashedTransform(UT_DMatrix4 &xform) const | RBD_Object | |
getState() const | RBD_Object | inline |
hasAsGlueChild(RBD_Object *obj) | RBD_Object | |
hasGlueSubObjects() const | RBD_Object | |
hasNailConstraints() const | RBD_Object | inline |
initBBox(bool useSDF) | RBD_Object | |
initForCollisions() | RBD_Object | |
initFromGeometry() | RBD_Object | |
initRadius() | RBD_Object | |
initSDF() | RBD_Object | |
integratePosition(const SIM_Time &time, const SIM_Time ×tep) | RBD_Object | |
integrateVelocity(const SIM_Time &time, const SIM_Time ×tep) | RBD_Object | |
isGlued() const | RBD_Object | inline |
isInfiniteExtent() const | RBD_Object | |
myPinAnchorGoalPos | RBD_Object | |
myPinAnchorPos | RBD_Object | |
myPinObjects | RBD_Object | |
myPinProcessFlag | RBD_Object | mutable |
preserveImpacts(SIM_Engine *engine) | RBD_Object | |
RBD_Object(const SIM_Solver *solver, SIM_Object *obj) | RBD_Object | |
rebuildAffectorList(const RBD_Solver *solver, SIM_Engine &engine, const SIM_Time &time, const SIM_Time ×tep, RBD_SharedAffectorListArray &affectorlists, UT_TokenString::Map< RBD_SharedAffectorList * > &affectorhash) | RBD_Object | |
reloadImpacts(SIM_Collider::SIM_ImpactApplyType impactaplytype) | RBD_Object | |
removeConstraints() | RBD_Object | |
removeGlueSubObject(RBD_Object *obj) | RBD_Object | |
restorePhysicalValues() | RBD_Object | |
restoreState() | RBD_Object | |
restoreStatePos() | RBD_Object | |
restoreStateVel() | RBD_Object | |
setAffectorTreeDirty() | RBD_Object | inline |
setArrayIndex(int index) | RBD_Object | inline |
SIM_ObjectSolveInfo(const SIM_Solver *createdbysolver, const SIM_Object *object) | SIM_ObjectSolveInfo | |
stashState() | RBD_Object | |
~RBD_Object() override | RBD_Object | |
~SIM_ObjectSolveInfo() | SIM_ObjectSolveInfo | virtual |