Simbody

SimTK::MobilizedBody::Universal Member List

This is the complete list of members for SimTK::MobilizedBody::Universal, including all inherited members.
addBodyDecoration(const Transform &X_BD, const DecorativeGeometry &g)SimTK::MobilizedBody::Universal [inline]
addInboardDecoration(const Transform &X_FD, const DecorativeGeometry &g)SimTK::MobilizedBody::Universal [inline]
addOutboardDecoration(const Transform &X_MD, const DecorativeGeometry &g)SimTK::MobilizedBody::Universal [inline]
adoptMotion(Motion &ownerHandle)SimTK::MobilizedBody
applyBodyForce(const State &s, const SpatialVec &spatialForceInG, Vector_< SpatialVec > &bodyForcesInG) const SimTK::MobilizedBody
applyBodyTorque(const State &s, const Vec3 &torqueInG, Vector_< SpatialVec > &bodyForcesInG) const SimTK::MobilizedBody
applyForceToBodyPoint(const State &s, const Vec3 &pointInB, const Vec3 &forceInG, Vector_< SpatialVec > &bodyForcesInG) const SimTK::MobilizedBody
applyOneMobilityForce(const State &s, int which, Real f, Vector &mobilityForces) const SimTK::MobilizedBody [inline]
calcBodyCentralInertia(const State &s, MobilizedBodyIndex objectBodyB) const SimTK::MobilizedBody [inline]
calcBodyInertiaAboutAnotherBodyStation(const State &s, const MobilizedBody &inBodyA, const Vec3 &aboutLocationOnBodyA) const SimTK::MobilizedBody [inline]
calcBodyMomentumAboutBodyMassCenterInGround(const State &s) const SimTK::MobilizedBody [inline]
calcBodyMomentumAboutBodyOriginInGround(const State &s)SimTK::MobilizedBody [inline]
calcBodyMovingPointAccelerationInBody(const State &s, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const Vec3 &accelerationOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
calcBodyMovingPointVelocityInBody(const State &s, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
calcBodySpatialInertiaMatrixInGround(const State &s) const SimTK::MobilizedBody [inline]
calcMovingPointToPointDistance2ndTimeDerivative(const State &s, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const Vec3 &accelerationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA, const Vec3 &velocityOnBodyA, const Vec3 &accelerationOnBodyA) const SimTK::MobilizedBody [inline]
calcMovingPointToPointDistanceTimeDerivative(const State &s, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA, const Vec3 &velocityOnBodyA) const SimTK::MobilizedBody [inline]
calcStationToStationDistance(const State &s, const Vec3 &locationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA) const SimTK::MobilizedBody [inline]
calcStationToStationDistance2ndTimeDerivative(const State &s, const Vec3 &locationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA) const SimTK::MobilizedBody [inline]
calcStationToStationDistanceTimeDerivative(const State &s, const Vec3 &locationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA) const SimTK::MobilizedBody [inline]
Cartesian typedefSimTK::MobilizedBody
Cartesian2D typedefSimTK::MobilizedBody
CartesianCoords typedefSimTK::MobilizedBody
CartesianCoords2D typedefSimTK::MobilizedBody
clearHandle()SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
clearMotion()SimTK::MobilizedBody
cloneForNewParent(MobilizedBody &parent) const SimTK::MobilizedBody
ConicalCoords2D typedefSimTK::MobilizedBody
copyAssign(const MobilizedBody &source)SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
Direction enum nameSimTK::MobilizedBody
disown(MobilizedBody &newOwner)SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
expressGroundVectorInBodyFrame(const State &s, const Vec3 &vectorInG) const SimTK::MobilizedBody [inline]
expressMassPropertiesInAnotherBodyFrame(const State &s, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
expressMassPropertiesInGroundFrame(const State &s) const SimTK::MobilizedBody [inline]
expressVectorInAnotherBodyFrame(const State &s, const Vec3 &vectorInB, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
expressVectorInGroundFrame(const State &s, const Vec3 &vectorInB) const SimTK::MobilizedBody [inline]
findBodyAccelerationInAnotherBody(const State &s, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyAngularAccelerationInAnotherBody(const State &s, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyAngularVelocityInAnotherBody(const State &s, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyOriginAccelerationInAnotherBody(const State &s, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyOriginLocationInAnotherBody(const State &s, const MobilizedBody &toBodyA) const SimTK::MobilizedBody [inline]
findBodyOriginVelocityInAnotherBody(const State &s, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyRotationInAnotherBody(const State &s, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyTransformInAnotherBody(const State &s, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyVelocityInAnotherBody(const State &s, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findFrameAccelerationInGround(const State &s, const Transform &frameOnB) const SimTK::MobilizedBody [inline]
findFrameTransformInGround(const State &s, const Transform &frameOnB) const SimTK::MobilizedBody [inline]
findFrameVelocityInGround(const State &s, const Transform &frameOnB) const SimTK::MobilizedBody [inline]
findMassCenterLocationInAnotherBody(const State &s, const MobilizedBody &toBodyA) const SimTK::MobilizedBody [inline]
findMassCenterLocationInGround(const State &s) const SimTK::MobilizedBody [inline]
findStationAccelerationInAnotherBody(const State &s, const Vec3 &stationOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findStationAccelerationInGround(const State &s, const Vec3 &stationOnB) const SimTK::MobilizedBody [inline]
findStationAtAnotherBodyMassCenter(const State &s, const MobilizedBody &fromBodyA) const SimTK::MobilizedBody [inline]
findStationAtAnotherBodyOrigin(const State &s, const MobilizedBody &fromBodyA) const SimTK::MobilizedBody [inline]
findStationAtAnotherBodyStation(const State &s, const MobilizedBody &fromBodyA, const Vec3 &stationOnA) const SimTK::MobilizedBody [inline]
findStationAtGroundPoint(const State &s, const Vec3 &locationInG) const SimTK::MobilizedBody [inline]
findStationLocationAndVelocityInGround(const State &s, const Vec3 &locationOnB, Vec3 &locationOnGround, Vec3 &velocityInGround) const SimTK::MobilizedBody [inline]
findStationLocationInAnotherBody(const State &s, const Vec3 &stationOnB, const MobilizedBody &toBodyA) const SimTK::MobilizedBody [inline]
findStationLocationInGround(const State &s, const Vec3 &stationOnB) const SimTK::MobilizedBody [inline]
findStationLocationVelocityAndAccelerationInGround(const State &s, const Vec3 &locationOnB, Vec3 &locationOnGround, Vec3 &velocityInGround, Vec3 &accelerationInGround) const SimTK::MobilizedBody [inline]
findStationVelocityInAnotherBody(const State &s, const Vec3 &stationOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findStationVelocityInGround(const State &s, const Vec3 &stationOnB) const SimTK::MobilizedBody [inline]
Forward enum valueSimTK::MobilizedBody
getBaseMobilizedBody() const SimTK::MobilizedBody
getBody() const SimTK::MobilizedBody
getBodyAcceleration(const State &s) const SimTK::MobilizedBody
getBodyAngularAcceleration(const State &s) const SimTK::MobilizedBody [inline]
getBodyAngularVelocity(const State &s) const SimTK::MobilizedBody [inline]
getBodyInertiaAboutBodyOrigin(const State &s) const SimTK::MobilizedBody [inline]
getBodyMass(const State &s) const SimTK::MobilizedBody [inline]
getBodyMassCenterStation(const State &s) const SimTK::MobilizedBody [inline]
getBodyMassProperties(const State &) const SimTK::MobilizedBody
getBodyOriginAcceleration(const State &s) const SimTK::MobilizedBody [inline]
getBodyOriginLocation(const State &s) const SimTK::MobilizedBody [inline]
getBodyOriginVelocity(const State &s) const SimTK::MobilizedBody [inline]
getBodyRotation(const State &s) const SimTK::MobilizedBody [inline]
getBodyTransform(const State &) const SimTK::MobilizedBody
getBodyVelocity(const State &) const SimTK::MobilizedBody
getDefaultInboardFrame() const SimTK::MobilizedBody
getDefaultMassProperties() const SimTK::MobilizedBody [inline]
getDefaultOutboardFrame() const SimTK::MobilizedBody
getFirstQIndex(const State &) const SimTK::MobilizedBody
getFirstUIndex(const State &) const SimTK::MobilizedBody
getH_FMCol(const State &s, MobilizerUIndex ux) const SimTK::MobilizedBody
getHCol(const State &s, MobilizerUIndex ux) const SimTK::MobilizedBody
getImpl() constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true > [inline]
getImplHandleCount() constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
getInboardFrame(const State &) const SimTK::MobilizedBody
getLevelInMultibodyTree() const SimTK::MobilizedBody
getMatterSubsystem() const SimTK::MobilizedBody
getMobilizedBodyIndex() const SimTK::MobilizedBody
getMobilizerAcceleration(const State &) const SimTK::MobilizedBody [inline]
getMobilizerTransform(const State &) const SimTK::MobilizedBody
getMobilizerVelocity(const State &) const SimTK::MobilizedBody
getMotion() const SimTK::MobilizedBody
getNumQ(const State &) const SimTK::MobilizedBody
getNumU(const State &) const SimTK::MobilizedBody
getOneFromQPartition(const State &, int which, const Vector &qlike) const SimTK::MobilizedBody
getOneFromUPartition(const State &, int which, const Vector &ulike) const SimTK::MobilizedBody
getOneQ(const State &, int which) const SimTK::MobilizedBody
getOneQDot(const State &, int which) const SimTK::MobilizedBody
getOneQDotDot(const State &, int which) const SimTK::MobilizedBody
getOneTau(const State &, MobilizerUIndex which) const SimTK::MobilizedBody
getOneU(const State &, int which) const SimTK::MobilizedBody
getOneUDot(const State &, int which) const SimTK::MobilizedBody
getOutboardFrame(const State &) const SimTK::MobilizedBody
getParentMobilizedBody() const SimTK::MobilizedBody
getQAsVector(const State &) const SimTK::MobilizedBody
getQDotAsVector(const State &) const SimTK::MobilizedBody
getQDotDotAsVector(const State &) const SimTK::MobilizedBody
getTauAsVector(const State &) const SimTK::MobilizedBody
getUAsVector(const State &) const SimTK::MobilizedBody
getUDotAsVector(const State &) const SimTK::MobilizedBody
HandleBase typedefSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
hasMotion() const SimTK::MobilizedBody
hasSameImplementation(const MobilizedBody &other) constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true > [protected]
isAccelerationAlwaysZero(const State &) const SimTK::MobilizedBody
isEmptyHandle() constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true > [inline]
isGround() const SimTK::MobilizedBody
isInSameSubsystem(const MobilizedBody &) const SimTK::MobilizedBody
isInSubsystem() const SimTK::MobilizedBody
isOwnerHandle() constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
isSameHandle(const MobilizedBody &other) constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
isSameMobilizedBody(const MobilizedBody &mBody) const SimTK::MobilizedBody
isVelocityAlwaysZero(const State &) const SimTK::MobilizedBody
MobilizedBody()SimTK::MobilizedBody
MobilizedBody(MobilizedBodyImpl *r)SimTK::MobilizedBody [explicit]
Mobod typedefSimTK::MobilizedBody [related]
operator MobilizedBodyIndex() const SimTK::MobilizedBody [inline]
operator=(const PIMPLHandle &source)SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true > [protected]
Orientation typedefSimTK::MobilizedBody
ParentHandle typedefSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
PIMPLHandle(MobilizedBodyImpl *p=0)SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true > [explicit, protected]
PIMPLHandle(const PIMPLHandle &source)SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true > [protected]
PolarCoords typedefSimTK::MobilizedBody
Prismatic typedefSimTK::MobilizedBody
referenceAssign(const MobilizedBody &source)SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
Reverse enum valueSimTK::MobilizedBody
setBody(const Body &)SimTK::MobilizedBody
setDefaultInboardFrame(const Transform &X_PF)SimTK::MobilizedBody::Universal [inline]
setDefaultMassProperties(const MassProperties &m)SimTK::MobilizedBody [inline]
setDefaultMotionType(Motion::Level, Motion::Method=Motion::Prescribed)SimTK::MobilizedBody
setDefaultOutboardFrame(const Transform &X_BM)SimTK::MobilizedBody::Universal [inline]
setImpl(MobilizedBodyImpl *p)SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true > [protected]
setInboardFrame(State &, const Transform &X_PF) const SimTK::MobilizedBody
setMotionType(State &, Motion::Level, Motion::Method=Motion::Prescribed) const SimTK::MobilizedBody
setOneQ(State &, int which, Real v) const SimTK::MobilizedBody
setOneU(State &, int which, Real v) const SimTK::MobilizedBody
setOutboardFrame(State &, const Transform &X_BM) const SimTK::MobilizedBody
setQFromVector(State &s, const Vector &v) const SimTK::MobilizedBody
setQToFitRotation(State &, const Rotation &R_FM) const SimTK::MobilizedBody
setQToFitTransform(State &, const Transform &X_FM) const SimTK::MobilizedBody
setQToFitTranslation(State &, const Vec3 &p_FM) const SimTK::MobilizedBody
setUFromVector(State &s, const Vector &v) const SimTK::MobilizedBody
setUToFitAngularVelocity(State &, const Vec3 &w_FM) const SimTK::MobilizedBody
setUToFitLinearVelocity(State &, const Vec3 &v_FM) const SimTK::MobilizedBody
setUToFitVelocity(State &, const SpatialVec &V_FM) const SimTK::MobilizedBody
SimTK_INSERT_DERIVED_HANDLE_DECLARATIONS(Universal, UniversalImpl, MobilizedBody)SimTK::MobilizedBody::Universal
Spherical typedefSimTK::MobilizedBody
Torsion typedefSimTK::MobilizedBody
Universal(Direction=Forward)SimTK::MobilizedBody::Universal [explicit]
Universal(MobilizedBody &parent, const Body &, Direction=Forward)SimTK::MobilizedBody::Universal
Universal(MobilizedBody &parent, const Transform &inbFrame, const Body &, const Transform &outbFrame, Direction=Forward)SimTK::MobilizedBody::Universal
updBody()SimTK::MobilizedBody
updImpl()SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true > [inline]
updMatterSubsystem()SimTK::MobilizedBody
updOneFromQPartition(const State &, int which, Vector &qlike) const SimTK::MobilizedBody
updOneFromUPartition(const State &, int which, Vector &ulike) const SimTK::MobilizedBody
~PIMPLHandle()SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true > [protected]
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