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OpenSim.Region.PhysicsModule.BulletS.BSAPIXNA Member List

This is the complete list of members for OpenSim.Region.PhysicsModule.BulletS.BSAPIXNA, including all inherited members.

Activate(BulletBody pCollisionObject, bool pforceactivation)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
AddObjectToWorld(BulletWorld pWorld, BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ApplyCentralForce(BulletBody pBody, Vector3 pfSum)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ApplyDamping(BulletBody pBody, float timeStep)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ApplyGravity(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ApplyTorque(BulletBody pBody, Vector3 pfSum)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
BSAPIXNA(string paramName, BSScene physScene)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
BulletEngineNameOpenSim.Region.PhysicsModule.BulletS.BSAPIXNA
BulletEngineVersionOpenSim.Region.PhysicsModule.BulletS.BSAPIXNA
CalculateLocalInertia(BulletShape pShape, float pphysMass)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CalculateTransforms(BulletConstraint pConstraint)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ClearAllForces(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ClearForces(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
Create6DofConstraintFixed(BulletWorld pWorld, BulletBody pBody1, Vector3 pframe1, Quaternion pframe1rot, bool pUseLinearReferenceFrameB, bool pdisableCollisionsBetweenLinkedBodies)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
OpenSim::Region::PhysicsModule::BulletS::BSAPITemplate.CreateBodyFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplatepure virtual
CreateBodyWithDefaultMotionState(BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
OpenSim::Region::PhysicsModule::BulletS::BSAPITemplate.CreateBodyWithDefaultMotionState(BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplatepure virtual
CreateCompoundShape(BulletWorld pWorld, bool enableDynamicAabbTree)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreateConeTwistConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool pdisableCollisionsBetweenLinkedBodies)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreateConvexHullShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreateGearConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 paxisInA, Vector3 paxisInB, float pratio, bool pdisableCollisionsBetweenLinkedBodies)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
OpenSim::Region::PhysicsModule::BulletS::BSAPITemplate.CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplatepure virtual
CreateGImpactShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
OpenSim::Region::PhysicsModule::BulletS::BSAPITemplate.CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplatepure virtual
CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreatePoint2PointConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 ppivotInA, Vector3 ppivotInB, bool pdisableCollisionsBetweenLinkedBodies)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreateSliderConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, float scaleFactor, float collisionMargin)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
OpenSim::Region::PhysicsModule::BulletS::BSAPITemplate.CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, float scaleFactor, float collisionMargin)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplatepure virtual
DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
DestroyObject(BulletWorld pWorld, BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
DumpActivationInfo(BulletWorld sim)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplateinlinevirtual
DumpAllInfo(BulletWorld sim)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplateinlinevirtual
DumpCollisionShape(BulletWorld sim, BulletShape collisionShape)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplateinlinevirtual
DumpConstraint(BulletWorld sim, BulletConstraint constrain)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplateinlinevirtual
DumpPhysicsStatistics(BulletWorld sim)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplateinlinevirtual
DumpRaw(ObjectArray< int >indices, ObjectArray< float > vertices, int pIndicesCount, int pVerticesCount)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinestatic
DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinestatic
DumpRigidBody(BulletWorld sim, BulletBody collisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplateinlinevirtual
DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
OpenSim::Region::PhysicsModule::BulletS::BSAPITemplate.DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplatepure virtual
ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetActivationState(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetAngularDamping(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetAngularFactor(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetAngularMotionDisc(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetAngularVelocity(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetAnisotripicFriction(BulletConstraint pconstrain)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetBodyType(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetCcdMotionThreshold(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetCcdSweptSphereRadius(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetCollisionFlags(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetCollisionShape(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetConstraintRef(BulletBody pBody, int index)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetContactBreakingThreshold(BulletShape pShape, float defaultFactor)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetContactProcessingThreshold(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetDeactivationTime(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetForceUpdateAllAabbs(BulletWorld pWorld)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetFriction(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetGravity(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetHitFraction(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetInvInertiaDiagLocal(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetLinearDamping(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetLinearFactor(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetLinearSleepingThreshold(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetLinearVelocity(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetLocalScaling(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetMargin(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetNumberOfCompoundChildren(BulletShape pCompoundShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetNumConstraintRefs(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetOrientation(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetPosition(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetRestitution(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetShapeType(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetTotalForce(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetTotalTorque(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetUserPointer(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
HasAnisotripicFriction(BulletConstraint pconstrain)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
HasContactResponse(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
HINGE_NOT_SPECIFIEDOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
HingeSetLimits(BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
Initialize(Vector3 maxPosition, ConfigurationParameters parms, int maxCollisions, ref CollisionDesc[] collisionArray, int maxUpdates, ref EntityProperties[] updateArray)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsActive(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsCompound(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsConcave(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsConvex(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsConvex2d(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsInfinite(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsKinematicObject(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsNativeShape(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsNonMoving(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsPolyhedral(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsSoftBody(BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsStaticObject(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
IsStaticOrKinematicObject(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, out int updatedEntityCount, out int collidersCount)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
PushUpdate(BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
RecordGhostCollisions(PairCachingGhostObject obj)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
ResetBroadphasePool(BulletWorld sim)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplateinlinevirtual
ResetConstraintSolver(BulletWorld sim)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplateinlinevirtual
SetActivationState(BulletBody pBody, int state)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetAngularDamping(BulletBody pBody, float angularDamping)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetAngularFactor(BulletBody pBody, float factor)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetAngularVelocity(BulletBody pBody, Vector3 pVector3)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetCenterOfMassByPosRot(BulletBody pBody, Vector3 pos, Quaternion rot)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
OpenSim::Region::PhysicsModule::BulletS::BSAPITemplate.SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplatepure virtual
SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetConstraintEnable(BulletConstraint pConstraint, float p_2)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetDamping(BulletBody pBody, float pLinear, float pAngular)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetFriction(BulletBody pCollisionObject, float _currentFriction)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetGravity(BulletBody pBody, Vector3 pGravity)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetHitFraction(BulletBody pCollisionObject, float pHitFraction)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetInterpolationVelocity(BulletBody pBody, Vector3 linearVel, Vector3 angularVel)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetLinearDamping(BulletBody pBody, float lin_damping)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetLinearFactor(BulletBody pBody, Vector3 factor)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetLinearVelocity(BulletBody pBody, Vector3 _velocity)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetLocalScaling(BulletShape pShape, Vector3 pScale)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetMargin(BulletShape pShape, float pMargin)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetObjectForce(BulletBody pBody, Vector3 _force)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetRestitution(BulletBody pCollisionObject, float pRestitution)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetShapeCollisionMargin(BulletShape pShape, float pMargin)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SetUserPointer(BulletBody pCollisionObject, IntPtr val)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
Shutdown(BulletWorld pWorld)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SLIDER_ANGULAROpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_LINEAROpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_LOWER_LIMITOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_MAX_MOTOR_FORCEOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_MOTOR_VELOCITYOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_SET_DAMPINGOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_SET_DIRECTIONOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_SET_LIMITOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_SET_ORTHOOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_SET_RESTITUTIONOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_SET_SOFTNESSOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SLIDER_UPPER_LIMITOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SPRING_NOT_SPECIFIEDOpenSim.Region.PhysicsModule.BulletS.BSAPITemplate
SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SpringSetDamping(BulletConstraint pConstraint, int index, float damping)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
SpringSetStiffness(BulletConstraint pConstraint, int index, float stiffness)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
Translate(BulletBody pCollisionObject, Vector3 trans)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
UpdateAabbs(BulletWorld pWorld)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
UpdateDeactivation(BulletBody pBody, float timeStep)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
UpdateInertiaTensor(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
UpdateParameter(BulletWorld world, uint localID, String parm, float value)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinline
OpenSim::Region::PhysicsModule::BulletS::BSAPITemplate.UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value)OpenSim.Region.PhysicsModule.BulletS.BSAPITemplatepure virtual
UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
UseFrameOffset(BulletConstraint pConstraint, float onOff)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual
WantsSleeping(BulletBody pBody)OpenSim.Region.PhysicsModule.BulletS.BSAPIXNAinlinevirtual