Blender V2.61 - r43446

CcdPhysicsController Member List

This is the complete list of members for CcdPhysicsController, including all inherited members.
ApplyForce(float forceX, float forceY, float forceZ, bool local)CcdPhysicsController [virtual]
applyImpulse(float attachX, float attachY, float attachZ, float impulseX, float impulseY, float impulseZ)CcdPhysicsController [virtual]
ApplyTorque(float torqueX, float torqueY, float torqueZ, bool local)CcdPhysicsController [virtual]
calcXform()CcdPhysicsController [inline, virtual]
CcdPhysicsController(const CcdConstructionInfo &ci)CcdPhysicsController
CcdPhysicsEnvironment classCcdPhysicsController [friend]
CreateRigidbody()CcdPhysicsController [protected]
CreateSoftbody()CcdPhysicsController [protected]
DeleteControllerShape()CcdPhysicsController
forceWorldTransform(const btMatrix3x3 &mat, const btVector3 &pos)CcdPhysicsController [protected]
GetAngularVelocity(float &angVelX, float &angVelY, float &angVelZ)CcdPhysicsController [virtual]
GetCollisionFilterGroup() const CcdPhysicsController [inline]
GetCollisionFilterMask() const CcdPhysicsController [inline]
GetCollisionObject()CcdPhysicsController
GetCollisionShape()CcdPhysicsController [inline]
getConstructionInfo()CcdPhysicsController [inline]
getConstructionInfo() const CcdPhysicsController [inline]
GetLinearVelocity(float &linvX, float &linvY, float &linvZ)CcdPhysicsController [virtual]
GetLinVelocityMax() const CcdPhysicsController [inline, virtual]
GetLinVelocityMin() const CcdPhysicsController [inline, virtual]
GetMargin() const CcdPhysicsController [inline, virtual]
GetMotionState()CcdPhysicsController [inline, virtual]
GetMotionState() const CcdPhysicsController [inline]
getName()CcdPhysicsController [inline, virtual]
getNewClientInfo()CcdPhysicsController [virtual]
getOrientation(float &quatImag0, float &quatImag1, float &quatImag2, float &quatReal)CcdPhysicsController [virtual]
getParentCtrl()CcdPhysicsController [inline]
getParentCtrl() const CcdPhysicsController [inline]
GetPhysicsEnvironment()CcdPhysicsController [inline]
getPosition(PHY__Vector3 &pos) const CcdPhysicsController [virtual]
GetRadius() const CcdPhysicsController [inline, virtual]
getReactionForce(float &forceX, float &forceY, float &forceZ)CcdPhysicsController [virtual]
GetReplica()CcdPhysicsController [virtual]
GetRigidBody()CcdPhysicsController
GetShapeInfo()CcdPhysicsController [inline]
GetSoftBody()CcdPhysicsController
GetTransformFromMotionState(PHY_IMotionState *motionState)CcdPhysicsController [static]
GetVelocity(const float posX, const float posY, const float posZ, float &linvX, float &linvY, float &linvZ)CcdPhysicsController [virtual]
GetWorldOrientation(btMatrix3x3 &mat)CcdPhysicsController [protected]
GetWorldPosition(PHY__Vector3 &localpos)PHY_IPhysicsController
m_bulletMotionStateCcdPhysicsController [protected]
m_cciCcdPhysicsController [protected]
m_collisionDelayCcdPhysicsController
m_collisionShapeCcdPhysicsController [protected]
m_MotionStateCcdPhysicsController [protected]
m_newClientInfoCcdPhysicsController [protected]
m_objectCcdPhysicsController [protected]
m_parentCtrlCcdPhysicsController [protected]
m_prototypeTransformInitializedCcdPhysicsController [protected]
m_registerCountCcdPhysicsController [protected]
m_shapeInfoCcdPhysicsController [protected]
m_softbodyMappingDoneCcdPhysicsController [protected]
m_softbodyStartTransCcdPhysicsController [protected]
m_softBodyTransformInitializedCcdPhysicsController [protected]
PostProcessReplica(class PHY_IMotionState *motionstate, class PHY_IPhysicsController *parentctrl)CcdPhysicsController [virtual]
Register()CcdPhysicsController [inline, protected]
RelativeRotate(const float drot[9], bool local)CcdPhysicsController [virtual]
PHY_IPhysicsController::RelativeRotate(const float drot[12], bool local)=0PHY_IPhysicsController [pure virtual]
RelativeTranslate(float dlocX, float dlocY, float dlocZ, bool local)CcdPhysicsController [virtual]
ReplaceControllerShape(btCollisionShape *newShape)CcdPhysicsController
resolveCombinedVelocities(float linvelX, float linvelY, float linvelZ, float angVelX, float angVelY, float angVelZ)CcdPhysicsController [virtual]
setAabb(const btVector3 &aabbMin, const btVector3 &aabbMax)CcdPhysicsController
SetActive(bool active)CcdPhysicsController [virtual]
SetAngularVelocity(float ang_velX, float ang_velY, float ang_velZ, bool local)CcdPhysicsController [virtual]
SetCenterOfMassTransform(btTransform &xform)CcdPhysicsController
SetLinearVelocity(float lin_velX, float lin_velY, float lin_velZ, bool local)CcdPhysicsController [virtual]
SetLinVelocityMax(float val)CcdPhysicsController [inline, virtual]
SetLinVelocityMin(float val)CcdPhysicsController [inline, virtual]
SetMargin(float margin)CcdPhysicsController [inline, virtual]
setNewClientInfo(void *clientinfo)CcdPhysicsController [virtual]
setOrientation(float quatImag0, float quatImag1, float quatImag2, float quatReal)CcdPhysicsController [virtual]
setParentCtrl(CcdPhysicsController *parentCtrl)CcdPhysicsController [inline]
SetPhysicsEnvironment(class PHY_IPhysicsEnvironment *env)CcdPhysicsController [virtual]
setPosition(float posX, float posY, float posZ)CcdPhysicsController [virtual]
SetRadius(float margin)CcdPhysicsController [inline, virtual]
setRigidBody(bool rigid)CcdPhysicsController [virtual]
setScaling(float scaleX, float scaleY, float scaleZ)CcdPhysicsController [virtual]
setWorldOrientation(const btMatrix3x3 &mat)CcdPhysicsController [protected]
SynchronizeMotionStates(float time)CcdPhysicsController [virtual]
Unregister()CcdPhysicsController [inline, protected]
UpdateDeactivation(float timeStep)CcdPhysicsController
wantsSleeping()CcdPhysicsController
WriteDynamicsToMotionState()CcdPhysicsController [virtual]
WriteMotionStateToDynamics(bool nondynaonly)CcdPhysicsController [virtual]
~CcdPhysicsController()CcdPhysicsController [virtual]
~PHY_IController()PHY_IController [virtual]
~PHY_IPhysicsController()PHY_IPhysicsController [virtual]