Simbody  3.4 (development)
SimTK::MobilizedBody Member List
This is the complete list of members for SimTK::MobilizedBody, including all inherited members.
addBodyDecoration(const Transform &X_BD, const DecorativeGeometry &geometry)SimTK::MobilizedBody [inline]
addBodyDecoration(const DecorativeGeometry &geometry)SimTK::MobilizedBody [inline]
addInboardDecoration(const Transform &X_FD, const DecorativeGeometry &geometry)SimTK::MobilizedBody
addOutboardDecoration(const Transform &X_MD, const DecorativeGeometry &geometry)SimTK::MobilizedBody
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::MobilizedBody [inline]
calcBodyCentralInertia(const State &state, MobilizedBodyIndex objectBodyB) const SimTK::MobilizedBody [inline]
calcBodyInertiaAboutAnotherBodyStation(const State &state, const MobilizedBody &inBodyA, const Vec3 &aboutLocationOnBodyA) const SimTK::MobilizedBody [inline]
calcBodyMomentumAboutBodyMassCenterInGround(const State &state) const SimTK::MobilizedBody [inline]
calcBodyMomentumAboutBodyOriginInGround(const State &state)SimTK::MobilizedBody [inline]
calcBodyMovingPointAccelerationInBody(const State &state, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const Vec3 &accelerationOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
calcBodyMovingPointVelocityInBody(const State &state, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
calcBodySpatialInertiaMatrixInGround(const State &state) const SimTK::MobilizedBody [inline]
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::MobilizedBody [inline]
calcMovingPointToPointDistanceTimeDerivative(const State &state, const Vec3 &locationOnBodyB, const Vec3 &velocityOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA, const Vec3 &velocityOnBodyA) const SimTK::MobilizedBody [inline]
calcStationToStationDistance(const State &state, const Vec3 &locationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA) const SimTK::MobilizedBody [inline]
calcStationToStationDistance2ndTimeDerivative(const State &state, const Vec3 &locationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA) const SimTK::MobilizedBody [inline]
calcStationToStationDistanceTimeDerivative(const State &state, const Vec3 &locationOnBodyB, const MobilizedBody &bodyA, const Vec3 &locationOnBodyA) const SimTK::MobilizedBody [inline]
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::MobilizedBody [inline]
expressMassPropertiesInAnotherBodyFrame(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
expressMassPropertiesInGroundFrame(const State &state) const SimTK::MobilizedBody [inline]
expressVectorInAnotherBodyFrame(const State &state, const Vec3 &vectorInB, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
expressVectorInGroundFrame(const State &state, const Vec3 &vectorInB) const SimTK::MobilizedBody [inline]
findBodyAccelerationInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyAngularAccelerationInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyAngularVelocityInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyOriginAccelerationInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyOriginLocationInAnotherBody(const State &state, const MobilizedBody &toBodyA) const SimTK::MobilizedBody [inline]
findBodyOriginVelocityInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyRotationInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyTransformInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findBodyVelocityInAnotherBody(const State &state, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findFrameAccelerationInGround(const State &state, const Transform &frameOnB) const SimTK::MobilizedBody [inline]
findFrameTransformInGround(const State &state, const Transform &frameOnB) const SimTK::MobilizedBody [inline]
findFrameVelocityInGround(const State &state, const Transform &frameOnB) const SimTK::MobilizedBody [inline]
findMassCenterLocationInAnotherBody(const State &state, const MobilizedBody &toBodyA) const SimTK::MobilizedBody [inline]
findMassCenterLocationInGround(const State &state) const SimTK::MobilizedBody [inline]
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::MobilizedBody [inline]
findStationAccelerationInGround(const State &state, const Vec3 &stationOnB) const SimTK::MobilizedBody [inline]
findStationAtAnotherBodyMassCenter(const State &state, const MobilizedBody &fromBodyA) const SimTK::MobilizedBody [inline]
findStationAtAnotherBodyOrigin(const State &state, const MobilizedBody &fromBodyA) const SimTK::MobilizedBody [inline]
findStationAtAnotherBodyStation(const State &state, const MobilizedBody &fromBodyA, const Vec3 &stationOnA) const SimTK::MobilizedBody [inline]
findStationAtGroundPoint(const State &state, const Vec3 &locationInG) const SimTK::MobilizedBody [inline]
findStationLocationAndVelocityInGround(const State &state, const Vec3 &locationOnB, Vec3 &locationOnGround, Vec3 &velocityInGround) const SimTK::MobilizedBody [inline]
findStationLocationInAnotherBody(const State &state, const Vec3 &stationOnB, const MobilizedBody &toBodyA) const SimTK::MobilizedBody [inline]
findStationLocationInGround(const State &state, const Vec3 &stationOnB) const SimTK::MobilizedBody [inline]
findStationLocationVelocityAndAccelerationInGround(const State &state, const Vec3 &locationOnB, Vec3 &locationOnGround, Vec3 &velocityInGround, Vec3 &accelerationInGround) const SimTK::MobilizedBody [inline]
findStationVelocityInAnotherBody(const State &state, const Vec3 &stationOnBodyB, const MobilizedBody &inBodyA) const SimTK::MobilizedBody [inline]
findStationVelocityInGround(const State &state, const Vec3 &stationOnB) const SimTK::MobilizedBody [inline]
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::MobilizedBody [inline]
getBodyAngularVelocity(const State &state) const SimTK::MobilizedBody [inline]
getBodyMass(const State &state) const SimTK::MobilizedBody [inline]
getBodyMassCenterStation(const State &state) const SimTK::MobilizedBody [inline]
getBodyMassProperties(const State &state) const SimTK::MobilizedBody
getBodyOriginAcceleration(const State &state) const SimTK::MobilizedBody [inline]
getBodyOriginLocation(const State &state) const SimTK::MobilizedBody [inline]
getBodyOriginVelocity(const State &state) const SimTK::MobilizedBody [inline]
getBodyRotation(const State &state) const SimTK::MobilizedBody [inline]
getBodySpatialInertiaInGround(const State &state) const SimTK::MobilizedBody
getBodyTransform(const State &state) const SimTK::MobilizedBody
getBodyUnitInertiaAboutBodyOrigin(const State &state) const SimTK::MobilizedBody [inline]
getBodyVelocity(const State &state) const SimTK::MobilizedBody
getDefaultInboardFrame() const SimTK::MobilizedBody
getDefaultMassProperties() const SimTK::MobilizedBody [inline]
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::MobilizedBody [inline]
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::MobilizedBody [inline]
isLockedByDefault() const SimTK::MobilizedBody [inline]
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::MobilizedBody [inline]
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()SimTK::PIMPLHandle< MobilizedBody, MobilizedBodyImpl, true > [inline, protected]
PIMPLHandle(MobilizedBodyImpl *p)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
Revolute typedefSimTK::MobilizedBody
setBody(const Body &)SimTK::MobilizedBody
setDefaultInboardFrame(const Transform &X_PF)SimTK::MobilizedBody
setDefaultMassProperties(const MassProperties &m)SimTK::MobilizedBody [inline]
setDefaultOutboardFrame(const Transform &X_BM)SimTK::MobilizedBody
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]
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