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SimTK::MobilizedBody::BendStretch Member List

This is the complete list of members for SimTK::MobilizedBody::BendStretch, including all inherited members.

addBodyDecoration(const Transform &X_BD, const DecorativeGeometry &g)SimTK::MobilizedBody::BendStretchinline
SimTK::MobilizedBody::addBodyDecoration(const DecorativeGeometry &geometry)SimTK::MobilizedBodyinline
addInboardDecoration(const Transform &X_FD, const DecorativeGeometry &g)SimTK::MobilizedBody::BendStretchinline
addOutboardDecoration(const Transform &X_MD, const DecorativeGeometry &g)SimTK::MobilizedBody::BendStretchinline
adoptMotion(Motion &ownerHandle)SimTK::MobilizedBody
applyBodyForce(const State &state, const SpatialVec &spatialForceInG, Vector_< SpatialVec > &bodyForcesInG) const SimTK::MobilizedBody
applyBodyTorque(const State &state, const Vec3 &torqueInG, Vector_< SpatialVec > &bodyForcesInG) const SimTK::MobilizedBody
applyForceToBodyPoint(const State &state, const Vec3 &pointInB, const Vec3 &forceInG, Vector_< SpatialVec > &bodyForcesInG) const SimTK::MobilizedBody
applyOneMobilityForce(const State &state, int which, Real f, Vector &mobilityForces) const SimTK::MobilizedBodyinline
BendStretch()SimTK::MobilizedBody::BendStretchinline
BendStretch(MobilizedBody &parent, const Transform &X_PF, const Body &bodyInfo, const Transform &X_BM, Direction=Forward)SimTK::MobilizedBody::BendStretch
BendStretch(MobilizedBody &parent, const Body &bodyInfo, Direction=Forward)SimTK::MobilizedBody::BendStretch
calcBodyCentralInertia(const State &state, MobilizedBodyIndex objectBodyB) const SimTK::MobilizedBodyinline
calcBodyInertiaAboutAnotherBodyStation(const State &state, const MobilizedBody &inBodyA, const Vec3 &aboutLocationOnBodyA) const SimTK::MobilizedBodyinline
calcBodyMomentumAboutBodyMassCenterInGround(const State &state) const SimTK::MobilizedBodyinline
calcBodyMomentumAboutBodyOriginInGround(const State &state)SimTK::MobilizedBodyinline
calcBodyMovingPointAccelerationInBody(const State &state, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const Vec3 &accelerationOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
calcBodyMovingPointVelocityInBody(const State &state, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
calcBodySpatialInertiaMatrixInGround(const State &state) const SimTK::MobilizedBodyinline
calcMovingPointToPointDistance2ndTimeDerivative(const State &state, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const Vec3 &accelerationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA, const Vec3 &velocityOnBodyA, const Vec3 &accelerationOnBodyA) const SimTK::MobilizedBodyinline
calcMovingPointToPointDistanceTimeDerivative(const State &state, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA, const Vec3 &velocityOnBodyA) const SimTK::MobilizedBodyinline
calcStationToStationDistance(const State &state, const Vec3 &locationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA) const SimTK::MobilizedBodyinline
calcStationToStationDistance2ndTimeDerivative(const State &state, const Vec3 &locationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA) const SimTK::MobilizedBodyinline
calcStationToStationDistanceTimeDerivative(const State &state, const Vec3 &locationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA) const SimTK::MobilizedBodyinline
Cartesian typedefSimTK::MobilizedBody
CartesianCoords typedefSimTK::MobilizedBody
clearHandle()SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
clearMotion()SimTK::MobilizedBody
cloneForNewParent(MobilizedBody &parent) const SimTK::MobilizedBody
convertQForceToUForce(const State &state, const Array_< Real, MobilizerQIndex > &fq, Array_< Real, MobilizerUIndex > &fu) const SimTK::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 &state, const Vec3 &vectorInG) const SimTK::MobilizedBodyinline
expressMassPropertiesInAnotherBodyFrame(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
expressMassPropertiesInGroundFrame(const State &state) const SimTK::MobilizedBodyinline
expressVectorInAnotherBodyFrame(const State &state, const Vec3 &vectorInB, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
expressVectorInGroundFrame(const State &state, const Vec3 &vectorInB) const SimTK::MobilizedBodyinline
findBodyAccelerationInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
findBodyAngularAccelerationInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
findBodyAngularVelocityInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
findBodyOriginAccelerationInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
findBodyOriginLocationInAnotherBody(const State &state, const MobilizedBody &toBodyA) const SimTK::MobilizedBodyinline
findBodyOriginVelocityInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
findBodyRotationInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
findBodyTransformInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
findBodyVelocityInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
findFrameAccelerationInGround(const State &state, const Transform &frameOnB) const SimTK::MobilizedBodyinline
findFrameTransformInGround(const State &state, const Transform &frameOnB) const SimTK::MobilizedBodyinline
findFrameVelocityInGround(const State &state, const Transform &frameOnB) const SimTK::MobilizedBodyinline
findMassCenterLocationInAnotherBody(const State &state, const MobilizedBody &toBodyA) const SimTK::MobilizedBodyinline
findMassCenterLocationInGround(const State &state) const SimTK::MobilizedBodyinline
findMobilizerReactionOnBodyAtMInGround(const State &state) const SimTK::MobilizedBody
findMobilizerReactionOnBodyAtOriginInGround(const State &state) const SimTK::MobilizedBody
findMobilizerReactionOnParentAtFInGround(const State &state) const SimTK::MobilizedBody
findMobilizerReactionOnParentAtOriginInGround(const State &state) const SimTK::MobilizedBody
findStationAccelerationInAnotherBody(const State &state, const Vec3 &stationOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
findStationAccelerationInGround(const State &state, const Vec3 &stationOnB) const SimTK::MobilizedBodyinline
findStationAtAnotherBodyMassCenter(const State &state, const MobilizedBody &fromBodyA) const SimTK::MobilizedBodyinline
findStationAtAnotherBodyOrigin(const State &state, const MobilizedBody &fromBodyA) const SimTK::MobilizedBodyinline
findStationAtAnotherBodyStation(const State &state, const MobilizedBody &fromBodyA, const Vec3 &stationOnA) const SimTK::MobilizedBodyinline
findStationAtGroundPoint(const State &state, const Vec3 &locationInG) const SimTK::MobilizedBodyinline
findStationLocationAndVelocityInGround(const State &state, const Vec3 &locationOnB, Vec3 &locationOnGround, Vec3 &velocityInGround) const SimTK::MobilizedBodyinline
findStationLocationInAnotherBody(const State &state, const Vec3 &stationOnB, const MobilizedBody &toBodyA) const SimTK::MobilizedBodyinline
findStationLocationInGround(const State &state, const Vec3 &stationOnB) const SimTK::MobilizedBodyinline
findStationLocationVelocityAndAccelerationInGround(const State &state, const Vec3 &locationOnB, Vec3 &locationOnGround, Vec3 &velocityInGround, Vec3 &accelerationInGround) const SimTK::MobilizedBodyinline
findStationVelocityInAnotherBody(const State &state, const Vec3 &stationOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBodyinline
findStationVelocityInGround(const State &state, const Vec3 &stationOnB) const SimTK::MobilizedBodyinline
Forward enum valueSimTK::MobilizedBody
getBaseMobilizedBody() const SimTK::MobilizedBody
getBody() const SimTK::MobilizedBody
getBodyAcceleration(const State &state) const SimTK::MobilizedBody
getBodyAngularAcceleration(const State &state) const SimTK::MobilizedBodyinline
getBodyAngularVelocity(const State &state) const SimTK::MobilizedBodyinline
getBodyMass(const State &state) const SimTK::MobilizedBodyinline
getBodyMassCenterStation(const State &state) const SimTK::MobilizedBodyinline
getBodyMassProperties(const State &state) const SimTK::MobilizedBody
getBodyOriginAcceleration(const State &state) const SimTK::MobilizedBodyinline
getBodyOriginLocation(const State &state) const SimTK::MobilizedBodyinline
getBodyOriginVelocity(const State &state) const SimTK::MobilizedBodyinline
getBodyRotation(const State &state) const SimTK::MobilizedBodyinline
getBodySpatialInertiaInGround(const State &state) const SimTK::MobilizedBody
getBodyTransform(const State &state) const SimTK::MobilizedBody
getBodyUnitInertiaAboutBodyOrigin(const State &state) const SimTK::MobilizedBodyinline
getBodyVelocity(const State &state) const SimTK::MobilizedBody
getDefaultInboardFrame() const SimTK::MobilizedBody
getDefaultMassProperties() const SimTK::MobilizedBodyinline
getDefaultOutboardFrame() const SimTK::MobilizedBody
getFirstQIndex(const State &state) const SimTK::MobilizedBody
getFirstUIndex(const State &state) const SimTK::MobilizedBody
getH_FMCol(const State &state, MobilizerUIndex ux) const SimTK::MobilizedBody
getHCol(const State &state, MobilizerUIndex ux) const SimTK::MobilizedBody
getImpl() constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >inline
getImplHandleCount() constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
getInboardDecoration(int i) const SimTK::MobilizedBody
getInboardFrame(const State &state) const SimTK::MobilizedBody
getLevelInMultibodyTree() const SimTK::MobilizedBody
getLockByDefaultLevel() const SimTK::MobilizedBody
getLockLevel(const State &state) const SimTK::MobilizedBody
getLockValueAsVector(const State &state) const SimTK::MobilizedBody
getMatterSubsystem() const SimTK::MobilizedBody
getMobilizedBodyIndex() const SimTK::MobilizedBody
getMobilizerAcceleration(const State &state) const SimTK::MobilizedBodyinline
getMobilizerTransform(const State &state) const SimTK::MobilizedBody
getMobilizerVelocity(const State &state) const SimTK::MobilizedBody
getMotion() const SimTK::MobilizedBody
getNumInboardDecorations() const SimTK::MobilizedBody
getNumOutboardDecorations() const SimTK::MobilizedBody
getNumQ(const State &state) const SimTK::MobilizedBody
getNumU(const State &state) const SimTK::MobilizedBody
getOneFromQPartition(const State &state, int which, const Vector &qlike) const SimTK::MobilizedBody
getOneFromUPartition(const State &state, int which, const Vector &ulike) const SimTK::MobilizedBody
getOneQ(const State &state, int which) const SimTK::MobilizedBody
getOneQDot(const State &state, int which) const SimTK::MobilizedBody
getOneQDotDot(const State &state, int which) const SimTK::MobilizedBody
getOneTau(const State &state, MobilizerUIndex which) const SimTK::MobilizedBody
getOneU(const State &state, int which) const SimTK::MobilizedBody
getOneUDot(const State &state, int which) const SimTK::MobilizedBody
getOutboardDecoration(int i) const SimTK::MobilizedBody
getOutboardFrame(const State &state) const SimTK::MobilizedBody
getParentMobilizedBody() const SimTK::MobilizedBody
getQAsVector(const State &state) const SimTK::MobilizedBody
getQDotAsVector(const State &state) const SimTK::MobilizedBody
getQDotDotAsVector(const State &state) const SimTK::MobilizedBody
getQMotionMethod(const State &state) const SimTK::MobilizedBody
getTauAsVector(const State &state) const SimTK::MobilizedBody
getUAsVector(const State &state) const SimTK::MobilizedBody
getUDotAsVector(const State &state) const SimTK::MobilizedBody
getUDotMotionMethod(const State &state) const SimTK::MobilizedBody
getUMotionMethod(const State &state) const SimTK::MobilizedBody
HandleBase typedefSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
hasMotion() const SimTK::MobilizedBody
hasSameImplementation(const MobilizedBody &other) constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >protected
isEmptyHandle() constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >inline
isGround() const SimTK::MobilizedBody
isInSameSubsystem(const MobilizedBody &mobod) const SimTK::MobilizedBody
isInSubsystem() const SimTK::MobilizedBody
isLocked(const State &state) const SimTK::MobilizedBodyinline
isLockedByDefault() const SimTK::MobilizedBodyinline
isOwnerHandle() constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
isSameHandle(const MobilizedBody &other) constSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
isSameMobilizedBody(const MobilizedBody &mobod) const SimTK::MobilizedBody
lock(State &state, Motion::Level level=Motion::Position) const SimTK::MobilizedBody
lockAt(State &state, Real value, Motion::Level level=Motion::Position) const SimTK::MobilizedBody
lockAt(State &state, const Vector &value, Motion::Level level=Motion::Position) const SimTK::MobilizedBody
lockAt(State &state, const Vec< N > &value, Motion::Level level=Motion::Position) const SimTK::MobilizedBody
lockByDefault(Motion::Level level=Motion::Position)SimTK::MobilizedBody
MobilizedBody()SimTK::MobilizedBodyinline
MobilizedBody(MobilizedBodyImpl *r)SimTK::MobilizedBodyexplicit
Mobod typedefSimTK::MobilizedBodyrelated
operator MobilizedBodyIndex() const SimTK::MobilizedBodyinline
operator=(const PIMPLHandle &source)SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >protected
Orientation typedefSimTK::MobilizedBody
ParentHandle typedefSimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >
PIMPLHandle()SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >inlineprotected
PIMPLHandle(MobilizedBodyImpl *p)SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >explicitprotected
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
Revolute typedefSimTK::MobilizedBody
setBody(const Body &)SimTK::MobilizedBody
setDefaultInboardFrame(const Transform &X_PF)SimTK::MobilizedBody::BendStretchinline
setDefaultMassProperties(const MassProperties &m)SimTK::MobilizedBodyinline
setDefaultOutboardFrame(const Transform &X_BM)SimTK::MobilizedBody::BendStretchinline
setImpl(MobilizedBodyImpl *p)SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >protected
setInboardFrame(State &state, const Transform &X_PF) const SimTK::MobilizedBody
setOneQ(State &state, int which, Real v) const SimTK::MobilizedBody
setOneU(State &state, int which, Real v) const SimTK::MobilizedBody
setOutboardFrame(State &state, const Transform &X_BM) const SimTK::MobilizedBody
setQFromVector(State &state, const Vector &v) const SimTK::MobilizedBody
setQToFitRotation(State &state, const Rotation &R_FM) const SimTK::MobilizedBody
setQToFitTransform(State &state, const Transform &X_FM) const SimTK::MobilizedBody
setQToFitTranslation(State &state, const Vec3 &p_FM) const SimTK::MobilizedBody
setUFromVector(State &state, const Vector &v) const SimTK::MobilizedBody
setUToFitAngularVelocity(State &state, const Vec3 &w_FM) const SimTK::MobilizedBody
setUToFitLinearVelocity(State &state, const Vec3 &v_FM) const SimTK::MobilizedBody
setUToFitVelocity(State &state, const SpatialVec &V_FM) const SimTK::MobilizedBody
Spherical typedefSimTK::MobilizedBody
Torsion typedefSimTK::MobilizedBody
unlock(State &state) const SimTK::MobilizedBody
updBody()SimTK::MobilizedBody
updImpl()SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >inline
updInboardDecoration(int i)SimTK::MobilizedBody
updMatterSubsystem()SimTK::MobilizedBody
updOneFromQPartition(const State &state, int which, Vector &qlike) const SimTK::MobilizedBody
updOneFromUPartition(const State &state, int which, Vector &ulike) const SimTK::MobilizedBody
updOutboardDecoration(int i)SimTK::MobilizedBody
~PIMPLHandle()SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true >protected