, 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_cookinterface | VR3PhysicsSimulator | [private] |
m_freq | VR3PhysicsSimulator | [private] |
m_joints | VR3PhysicsSimulator | [private] |
m_mode | VR3PhysicsSimulator | [private] |
m_movmat | VR3PhysicsSimulator | [private] |
m_movobj | VR3PhysicsSimulator | [private] |
m_objects | VR3PhysicsSimulator | [private] |
m_phymeshes | VR3PhysicsSimulator | [private] |
m_prepared | VR3PhysicsSimulator | [private] |
m_previoustime | VR3PhysicsSimulator | [private] |
m_scene | VR3PhysicsSimulator | [private] |
m_SDK | VR3PhysicsSimulator | [private] |
m_simobjects | VR3PhysicsSimulator | [private] |
m_simulating | VR3PhysicsSimulator | [private] |
m_solveriter | VR3PhysicsSimulator | [private] |
ms_activesimulator | VR3PhysicsSimulator | [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 class | VR3PhysicsSimulator | [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 class | VR3PhysicsSimulator | [friend] |
~VR3PhysicsSimulator() | VR3PhysicsSimulator | |