VR3PhysicsSimulator Member List

This is the complete list of members for VR3PhysicsSimulator, including all inherited members.
Activate()VR3PhysicsSimulator
AddCylindricalJoint(const VR3Obj *o1, const VR3Obj *o2, NxReal anchorX, NxReal anchorY, NxReal anchorZ, NxReal axisX, NxReal axisY, NxReal axisZ, bool collide)VR3PhysicsSimulator
AddCylindricalJoint(const VR3Obj *o, NxReal anchorX, NxReal anchorY, NxReal anchorZ, NxReal axisX, NxReal axisY, NxReal axisZ)VR3PhysicsSimulator
AddDistanceJoint(const VR3Obj *o1, const VR3Obj *o2, NxReal mindist, NxReal maxdist, bool collide)VR3PhysicsSimulator
AddDistanceJoint(const VR3Obj *o, NxReal pointX, NxReal pointY, NxReal pointZ, NxReal mindist, NxReal maxdist)VR3PhysicsSimulator
AddFixedJoint(const VR3Obj *o1, const VR3Obj *o2)VR3PhysicsSimulator
AddFixedJoint(const VR3Obj *o)VR3PhysicsSimulator
AddGenericJoint(const VR3Obj *o1, const VR3Obj *o2, NxReal anchorX, NxReal anchorY, NxReal anchorZ, NxReal xaxisX, NxReal xaxisY, NxReal xaxisZ, NxReal yaxisX, NxReal yaxisY, NxReal yaxisZ, bool xtrans, bool ytrans, bool ztrans, bool xrot, bool yrot, bool zrot, bool collide)VR3PhysicsSimulator
AddGenericJoint(const VR3Obj *o, NxReal anchorX, NxReal anchorY, NxReal anchorZ, NxReal xaxisX, NxReal xaxisY, NxReal xaxisZ, NxReal yaxisX, NxReal yaxisY, NxReal yaxisZ, bool xtrans, bool ytrans, bool ztrans, bool xrot, bool yrot, bool zrot)VR3PhysicsSimulator
AddPointInPlaneJoint(const VR3Obj *o1, const VR3Obj *o2, NxReal anchorX, NxReal anchorY, NxReal anchorZ, NxReal normX, NxReal normY, NxReal normZ, bool collide)VR3PhysicsSimulator
AddPointInPlaneJoint(const VR3Obj *o, NxReal anchorX, NxReal anchorY, NxReal anchorZ, NxReal normX, NxReal normY, NxReal normZ)VR3PhysicsSimulator
AddPointOnLineJoint(const VR3Obj *o1, const VR3Obj *o2, NxReal anchorX, NxReal anchorY, NxReal anchorZ, NxReal lineX, NxReal lineY, NxReal lineZ, bool collide)VR3PhysicsSimulator
AddPointOnLineJoint(const VR3Obj *o, NxReal anchorX, NxReal anchorY, NxReal anchorZ, NxReal lineX, NxReal lineY, NxReal lineZ)VR3PhysicsSimulator
AddPrismaticJoint(const VR3Obj *o1, const VR3Obj *o2, NxReal axisX, NxReal axisY, NxReal axisZ, bool collide)VR3PhysicsSimulator
AddPrismaticJoint(const VR3Obj *o, NxReal axisX, NxReal axisY, NxReal axisZ)VR3PhysicsSimulator
AddPulleyJoint(const VR3Obj *o1, const VR3Obj *o2, NxReal p1X, NxReal p1Y, NxReal p1Z, NxReal p2X, NxReal p2Y, NxReal p2Z, NxReal stiffness, NxReal ratio, bool collide)VR3PhysicsSimulator
AddRevoluteJoint(const VR3Obj *o1, const VR3Obj *o2, NxReal anchorX, NxReal anchorY, NxReal anchorZ, NxReal axisX, NxReal axisY, NxReal axisZ, bool collide)VR3PhysicsSimulator
AddRevoluteJoint(const VR3Obj *o, NxReal anchorX, NxReal anchorY, NxReal anchorZ, NxReal axisX, NxReal axisY, NxReal axisZ)VR3PhysicsSimulator
AddSphericalJoint(const VR3Obj *o1, const VR3Obj *o2, NxReal anchorX, NxReal anchorY, NxReal anchorZ, bool collide)VR3PhysicsSimulator
AddSphericalJoint(const VR3Obj *o, NxReal anchorX, NxReal anchorY, NxReal anchorZ)VR3PhysicsSimulator
AutoSimulateObject(const VR3Obj *obj, bool simulate)VR3PhysicsSimulator [private]
CollectResults()VR3PhysicsSimulator [private]
CookNonStaticActor(const VR3Obj *obj, MapElement *elem)VR3PhysicsSimulator [private]
CookStaticActor(const VR3Obj *obj, MapElement *elem)VR3PhysicsSimulator [private]
Deactivate()VR3PhysicsSimulator
DeleteJoint(int jointID)VR3PhysicsSimulator
EndSimulation()VR3PhysicsSimulator
GetActiveSimulator()VR3PhysicsSimulator [inline, static]
GetElapsedTime()VR3PhysicsSimulator
GetModelMat(const VR3Obj *obj, GLfloat *modelmat)VR3PhysicsSimulator [private]
HaltSimulation()VR3PhysicsSimulator
HasBeenPrepared()VR3PhysicsSimulator [inline]
IsSimulating()VR3PhysicsSimulator [inline]
m_cookinterfaceVR3PhysicsSimulator [private]
m_freqVR3PhysicsSimulator [private]
m_jointsVR3PhysicsSimulator [private]
m_modeVR3PhysicsSimulator [private]
m_movmatVR3PhysicsSimulator [private]
m_movobjVR3PhysicsSimulator [private]
m_objectsVR3PhysicsSimulator [private]
m_phymeshesVR3PhysicsSimulator [private]
m_preparedVR3PhysicsSimulator [private]
m_previoustimeVR3PhysicsSimulator [private]
m_sceneVR3PhysicsSimulator [private]
m_SDKVR3PhysicsSimulator [private]
m_simobjectsVR3PhysicsSimulator [private]
m_simulatingVR3PhysicsSimulator [private]
m_solveriterVR3PhysicsSimulator [private]
ms_activesimulatorVR3PhysicsSimulator [private, static]
ObjAddForce(const VR3Obj *obj, NxReal dx, NxReal dy, NxReal dz, NxReal mag)VR3PhysicsSimulator
ObjAddForce(const VR3Obj *obj, NxReal px, NxReal py, NxReal pz, NxReal dx, NxReal dy, NxReal dz, NxReal mag)VR3PhysicsSimulator
ObjAddTorque(const VR3Obj *obj, NxReal dx, NxReal dy, NxReal dz, NxReal mag)VR3PhysicsSimulator
ObjAffectedByGravity(const VR3Obj *obj, bool flag)VR3PhysicsSimulator
ObjBeginMove(const VR3Obj *obj)VR3PhysicsSimulator
ObjCollide(const VR3Obj *obj, bool flag)VR3PhysicsSimulator
ObjEndMove()VR3PhysicsSimulator
ObjGetAngularMomentum(const VR3Obj *obj, NxReal *amom)VR3PhysicsSimulator
ObjGetAngularVelocity(const VR3Obj *obj, NxReal *avel)VR3PhysicsSimulator
ObjGetBounciness(const VR3Obj *obj)VR3PhysicsSimulator
ObjGetCenterOfMassPos(const VR3Obj *obj, NxReal *pos)VR3PhysicsSimulator
ObjGetDynamicFriction(const VR3Obj *obj)VR3PhysicsSimulator
ObjGetInertiaTensor(const VR3Obj *obj, NxReal *tens)VR3PhysicsSimulator
ObjGetKineticEnergy(const VR3Obj *obj)VR3PhysicsSimulator
ObjGetLinearMomentum(const VR3Obj *obj, NxReal *mom)VR3PhysicsSimulator
ObjGetLinearVelocity(const VR3Obj *obj, NxReal *vel)VR3PhysicsSimulator
ObjGetMass(const VR3Obj *obj)VR3PhysicsSimulator
ObjGetPointVelocity(const VR3Obj *obj, NxReal x, NxReal y, NxReal z, NxReal *vel)VR3PhysicsSimulator
ObjGetSkinWidth(const VR3Obj *obj)VR3PhysicsSimulator
ObjGetStaticFriction(const VR3Obj *obj)VR3PhysicsSimulator
ObjGetType(const VR3Obj *obj)VR3PhysicsSimulator
ObjLocalToWorld(const VR3Obj *obj, const GLfloat *inpoint, GLfloat *outpoint)VR3PhysicsSimulator
ObjPointInBBox(const VR3Obj *obj, NxReal x, NxReal y, NxReal z)VR3PhysicsSimulator
ObjRestore()VR3PhysicsSimulator
ObjRotate(NxReal ax, NxReal ay, NxReal az)VR3PhysicsSimulator
ObjRotate(NxReal cx, NxReal cy, NxReal cz, NxReal ax, NxReal ay, NxReal az)VR3PhysicsSimulator
ObjSetAngularDamping(const VR3Obj *obj, NxReal adamping)VR3PhysicsSimulator
ObjSetAngularVelocity(const VR3Obj *obj, NxReal dx, NxReal dy, NxReal dz, NxReal avel)VR3PhysicsSimulator
ObjSetBounciness(const VR3Obj *obj, NxReal bou)VR3PhysicsSimulator
ObjSetDynamicFriction(const VR3Obj *obj, NxReal dfri)VR3PhysicsSimulator
ObjSetLinearDamping(const VR3Obj *obj, NxReal damping)VR3PhysicsSimulator
ObjSetLinearVelocity(const VR3Obj *obj, NxReal dx, NxReal dy, NxReal dz, NxReal vel)VR3PhysicsSimulator
ObjSetMass(const VR3Obj *obj, NxReal mass)VR3PhysicsSimulator
ObjSetMaxAngularVelocity(const VR3Obj *obj, NxReal maxavel)VR3PhysicsSimulator
ObjSetSkinWidth(const VR3Obj *obj, NxReal swidth=-1.0f)VR3PhysicsSimulator
ObjSetStaticFriction(const VR3Obj *obj, NxReal sfri)VR3PhysicsSimulator
ObjTranslate(NxReal x, NxReal y, NxReal z)VR3PhysicsSimulator
operator=(const VR3PhysicsSimulator &)VR3PhysicsSimulator [private]
PrepareSimulation()VR3PhysicsSimulator
ResetSimulation()VR3PhysicsSimulator
ResetTimer()VR3PhysicsSimulator
SetGravity(NxReal gx, NxReal gy, NxReal gz)VR3PhysicsSimulator
SimulateObject(const VR3Obj *obj, bool simulate)VR3PhysicsSimulator
StartSimulation()VR3PhysicsSimulator
VR3Obj classVR3PhysicsSimulator [friend]
VR3PhysicsSimulator(const VR3PhysicsSimulator &)VR3PhysicsSimulator [private]
VR3PhysicsSimulator(int mode=VR3PHYSIM_AUTOMATIC, int solveriter=VR3PHYSIM_DEF_ITERNUM, float timestep=VR3PHYSIM_DEF_TIMESTEP, int maxsteps=VR3PHYSIM_DEF_MAXSTEPS)VR3PhysicsSimulator
VR3Scene classVR3PhysicsSimulator [friend]
~VR3PhysicsSimulator()VR3PhysicsSimulator
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