Custom Member List

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

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