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An open-source, flexible 3D physical simulation framework
mars::sim::NodeManager Member List

This is the complete list of members for mars::sim::NodeManager, including all inherited members.

addNode(interfaces::NodeData *nodeS, bool reload=false, bool loadGraphics=true)mars::sim::NodeManagervirtual
addNode(std::vector< interfaces::NodeData > v_NodeData)mars::sim::NodeManagervirtual
addNodeSensor(interfaces::BaseNodeSensor *sensor)mars::sim::NodeManagervirtual
addPrimitive(interfaces::NodeData *snode)mars::sim::NodeManagervirtual
addRotation(interfaces::NodeId id, const utils::Quaternion &q)mars::sim::NodeManagervirtual
addTerrain(interfaces::terrainStruct *terrainS)mars::sim::NodeManagervirtual
applyForce(interfaces::NodeId id, const utils::Vector &force, const utils::Vector &pos)mars::sim::NodeManagervirtual
applyForce(interfaces::NodeId id, const utils::Vector &force)mars::sim::NodeManagervirtual
applyMove(SimNode *node, const Params *params)mars::sim::NodeManagerprivatestatic
applyRotation(SimNode *node, const Params *params)mars::sim::NodeManagerprivatestatic
applyTorque(interfaces::NodeId id, const utils::Vector &torque)mars::sim::NodeManagervirtual
changeGroup(interfaces::NodeId id, int group)mars::sim::NodeManagervirtual
changeNode(SimNode *editedNode, interfaces::NodeData *nodeS)mars::sim::NodeManagerprivate
clearAllNodes(bool clear_all=false, bool clearGraphics=true)mars::sim::NodeManagervirtual
clearRelativePosition(interfaces::NodeId id, bool lock)mars::sim::NodeManagerprivate
controlmars::sim::NodeManagerprivate
createPrimitiveNode(const std::string &name, interfaces::NodeType type, bool movable=false, const utils::Vector &pos=utils::Vector::Zero(), const utils::Vector &extension=utils::Vector::Identity(), double mass=0, const utils::Quaternion &orientation=utils::Quaternion::Identity(), bool disablePhysics=false)mars::sim::NodeManagervirtual
edit(interfaces::NodeId id, const std::string &key, const std::string &value)mars::sim::NodeManagervirtual
editNode(interfaces::NodeData *nodeS, int changes)mars::sim::NodeManagervirtual
exists(interfaces::NodeId id) constmars::sim::NodeManagervirtual
exportGraphicNodesByID(const std::string &folder) constmars::sim::NodeManagervirtual
getAngularAcceleration(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getAngularVelocity(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getCenterOfMass(const std::vector< interfaces::NodeId > &ids) constmars::sim::NodeManagervirtual
getCollisionDepth(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getConnectedNodes(interfaces::NodeId id)mars::sim::NodeManagervirtual
getContactForce(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getContactIDs(const interfaces::NodeId &id, std::list< interfaces::NodeId > *ids) constmars::sim::NodeManagervirtual
getContactParams(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getContactPoints(std::vector< interfaces::NodeId > *ids, std::vector< utils::Vector > *contact_points) constmars::sim::NodeManagervirtual
getDataBrokerNames(interfaces::NodeId id, std::string *groupName, std::string *dataName) constmars::sim::NodeManagervirtual
getDrawID(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getFullNode(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getID(const std::string &node_name) constmars::sim::NodeManagervirtual
getIsMovable(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getLinearAcceleration(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getLinearVelocity(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getListNodes(std::vector< interfaces::core_objects_exchange > *nodeList) constmars::sim::NodeManagervirtual
getMaxGroupID()mars::sim::NodeManagerinlinevirtual
getNextNodeID() constmars::sim::NodeManagervirtual
getNodeCount() constmars::sim::NodeManagervirtual
getNodeExchange(interfaces::NodeId id, interfaces::core_objects_exchange *obj) constmars::sim::NodeManagervirtual
getNodeMass(interfaces::NodeId id, interfaces::sReal *mass, interfaces::sReal *inertia=0) constmars::sim::NodeManagervirtual
getNodeState(interfaces::NodeId id, interfaces::nodeState *state) constmars::sim::NodeManagervirtual
getPosition(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getReloadNode(interfaces::NodeId id)mars::sim::NodeManagerprivate
getRotation(interfaces::NodeId id) constmars::sim::NodeManagervirtual
getSimNode(interfaces::NodeId id)mars::sim::NodeManagervirtual
getSimNode(interfaces::NodeId id) constmars::sim::NodeManagervirtual
GraphicsUpdateInterface(void)mars::interfaces::GraphicsUpdateInterfaceinline
iMutexmars::sim::NodeManagermutableprivate
libManagermars::sim::NodeManagerprivate
lock()mars::sim::NodeManagerinlinevirtual
maxGroupIDmars::sim::NodeManagerprivate
moveNodeRecursive(interfaces::NodeId id, const utils::Vector &offset, std::vector< SimJoint *> *joints, std::vector< int > *gids, NodeMap *nodes)mars::sim::NodeManagerprivate
moveRelativeNodes(const SimNode &node, NodeMap *nodes, utils::Vector v)mars::sim::NodeManagerprivate
next_node_idmars::sim::NodeManagerprivate
NodeManager(interfaces::ControlCenter *c, lib_manager::LibManager *theManager)mars::sim::NodeManager
nodesToUpdatemars::sim::NodeManagerprivate
positionNode(interfaces::NodeId id, utils::Vector pos, unsigned long excludeJointId)mars::sim::NodeManagervirtual
postGraphicsUpdate(void)mars::interfaces::GraphicsUpdateInterfaceinlinevirtual
preGraphicsUpdate(void)mars::sim::NodeManagervirtual
printNodeMasses(bool onlysum)mars::sim::NodeManagerprivatevirtual
pushToUpdate(SimNode *node)mars::sim::NodeManagerprivate
recursiveHelper(interfaces::NodeId id, const Params *params, std::vector< SimJoint *> *joints, std::vector< int > *gids, NodeMap *nodes, void(*applyFunc)(SimNode *node, const Params *params))mars::sim::NodeManagerprivate
reloadNodes(bool reloadGraphics)mars::sim::NodeManagervirtual
reloadNodeSensor(interfaces::BaseNodeSensor *sensor)mars::sim::NodeManagervirtual
removeNode(interfaces::NodeId id, bool clearGraphics=true)mars::sim::NodeManagervirtual
removeNode(interfaces::NodeId id, bool lock, bool clearGraphics=true)mars::sim::NodeManagerprivate
resetRelativeJoints(const SimNode &node, NodeMap *nodes, std::vector< SimJoint *> *joints, const utils::Quaternion *rotate=0)mars::sim::NodeManagerprivate
resetRelativeNodes(const SimNode &node, NodeMap *nodes, const utils::Quaternion *rotate=0)mars::sim::NodeManagerprivate
rotateNode(interfaces::NodeId id, utils::Vector pivot, utils::Quaternion q, unsigned long excludeJointId, bool includeConnected=true)mars::sim::NodeManagervirtual
rotateNodeRecursive(interfaces::NodeId id, const utils::Vector &rotation_point, const utils::Quaternion &rotation, std::vector< SimJoint *> *joints, std::vector< int > *gids, NodeMap *nodes)mars::sim::NodeManagerprivate
rotateRelativeNodes(const SimNode &node, NodeMap *nodes, utils::Vector pivot, utils::Quaternion rot)mars::sim::NodeManagerprivate
scaleReloadNodes(interfaces::sReal x, interfaces::sReal y, interfaces::sReal z)mars::sim::NodeManagervirtual
setAngularDamping(interfaces::NodeId id, interfaces::sReal damping)mars::sim::NodeManagervirtual
setAngularVelocity(interfaces::NodeId id, const utils::Vector &vel)mars::sim::NodeManagervirtual
setContactParamMotion1(interfaces::NodeId id, interfaces::sReal motion)mars::sim::NodeManagervirtual
setContactParams(interfaces::NodeId id, const interfaces::contact_params &cp)mars::sim::NodeManagervirtual
setIsMovable(interfaces::NodeId id, bool isMovable)mars::sim::NodeManagervirtual
setNodeState(interfaces::NodeId id, const interfaces::nodeState &state)mars::sim::NodeManagervirtual
setNodeStructPositionFromRelative(interfaces::NodeData *node) constmars::sim::NodeManagerprivate
setPosition(interfaces::NodeId id, const utils::Vector &pos)mars::sim::NodeManagervirtual
setReloadAngle(interfaces::NodeId id, const utils::sRotation &angle)mars::sim::NodeManagervirtual
setReloadExtent(interfaces::NodeId id, const utils::Vector &ext)mars::sim::NodeManagervirtual
setReloadFriction(interfaces::NodeId id, interfaces::sReal friction1, interfaces::sReal friction2)mars::sim::NodeManagervirtual
setReloadPosition(interfaces::NodeId id, const utils::Vector &pos)mars::sim::NodeManagervirtual
setReloadQuaternion(interfaces::NodeId id, const utils::Quaternion &q)mars::sim::NodeManagervirtual
setRotation(interfaces::NodeId id, const utils::Quaternion &rot)mars::sim::NodeManagervirtual
setVelocity(interfaces::NodeId id, const utils::Vector &vel)mars::sim::NodeManagervirtual
setVisualQOffset(interfaces::NodeId id, const utils::Quaternion &q)mars::sim::NodeManagervirtual
setVisualRep(interfaces::NodeId id, int val)mars::sim::NodeManagervirtual
simNodesmars::sim::NodeManagerprivate
simNodesDynmars::sim::NodeManagerprivate
simNodesReloadmars::sim::NodeManagerprivate
unlock()mars::sim::NodeManagerinlinevirtual
update_all_nodesmars::sim::NodeManagerprivate
updateDynamicNodes(interfaces::sReal calc_ms, bool physics_thread=true)mars::sim::NodeManagervirtual
updatePR(interfaces::NodeId id, const utils::Vector &pos, const utils::Quaternion &rot, const utils::Vector &visOffsetPos, const utils::Quaternion &visOffsetRot, bool doLock=true)mars::sim::NodeManagervirtual
updateRay(interfaces::NodeId id)mars::sim::NodeManagervirtual
visual_repmars::sim::NodeManagerprivate
vizNodesmars::sim::NodeManagerprivate
~GraphicsUpdateInterface(void)mars::interfaces::GraphicsUpdateInterfaceinlinevirtual
~NodeManager()mars::sim::NodeManagerinlinevirtual
~NodeManagerInterface()mars::interfaces::NodeManagerInterfaceinlinevirtual