| addBoneColliderCapsule(int boneIndex, float startX, float startY, float startZ, float endX, float endY, float endZ, float radius) | eve::animation::DynamicBoneSolver | |
| addBoneColliderSphere(int boneIndex, float offsetX, float offsetY, float offsetZ, float radius) | eve::animation::DynamicBoneSolver | |
| addChain(int rootBone, int endBone, float stiffness, float damping, float inertia, float gravityScale=1.f, float radius=0.f, int iterations=4) | eve::animation::DynamicBoneSolver | |
| addChainByName(const std::string &rootBone, const std::string &endBone, float stiffness, float damping, float inertia, float gravityScale=1.f, float radius=0.f, int iterations=4) | eve::animation::DynamicBoneSolver | |
| addColliderCapsule(float startX, float startY, float startZ, float endX, float endY, float endZ, float radius) | eve::animation::DynamicBoneSolver | |
| addColliderSphere(float centerX, float centerY, float centerZ, float radius) | eve::animation::DynamicBoneSolver | |
| clearChainEnd(int chainIndex) | eve::animation::DynamicBoneSolver | |
| clearChains() | eve::animation::DynamicBoneSolver | |
| clearColliders() | eve::animation::DynamicBoneSolver | |
| debugSnapshot() const | eve::animation::DynamicBoneSolver | |
| DynamicBoneSolver(AnimSkeleton *skeleton) | eve::animation::DynamicBoneSolver | explicit |
| DynamicBoneSolver(const DynamicBoneSolver &)=default | eve::animation::DynamicBoneSolver | |
| getChainCount() const | eve::animation::DynamicBoneSolver | |
| getColliderCount() const | eve::animation::DynamicBoneSolver | |
| getForceField() const | eve::animation::DynamicBoneSolver | inline |
| getGlobalGravityX() const | eve::animation::DynamicBoneSolver | inline |
| getGlobalGravityY() const | eve::animation::DynamicBoneSolver | inline |
| getGlobalGravityZ() const | eve::animation::DynamicBoneSolver | inline |
| getLastUpdateStats() const | eve::animation::DynamicBoneSolver | inline |
| getObjectMoveResponse() const | eve::animation::DynamicBoneSolver | inline |
| getSkeleton() const | eve::animation::DynamicBoneSolver | inline |
| getTeleportThreshold() const | eve::animation::DynamicBoneSolver | inline |
| getUpdateRate() const | eve::animation::DynamicBoneSolver | inline |
| getWeight() const | eve::animation::DynamicBoneSolver | inline |
| isChainEnabled(int chainIndex) const | eve::animation::DynamicBoneSolver | |
| isChainSleeping(int chainIndex) const | eve::animation::DynamicBoneSolver | |
| operator=(const DynamicBoneSolver &)=default | eve::animation::DynamicBoneSolver | |
| removeCollider(int index) | eve::animation::DynamicBoneSolver | |
| reset() | eve::animation::DynamicBoneSolver | |
| setChainEnabled(int chainIndex, bool enabled) | eve::animation::DynamicBoneSolver | |
| setChainEndLength(int chainIndex, float length) | eve::animation::DynamicBoneSolver | |
| setChainEndOffset(int chainIndex, float x, float y, float z) | eve::animation::DynamicBoneSolver | |
| setChainFreezeAxis(int chainIndex, int axis) | eve::animation::DynamicBoneSolver | |
| setChainParticleParameters(int chainIndex, int particleIndex, float stiffness, float damping, float inertia, float gravityScale, float radius) | eve::animation::DynamicBoneSolver | |
| setChainSelfCollision(int chainIndex, bool enabled) | eve::animation::DynamicBoneSolver | |
| setColliderEnabled(int index, bool enabled) | eve::animation::DynamicBoneSolver | |
| setColliderInside(int index, bool inside) | eve::animation::DynamicBoneSolver | |
| setColliderRadius(int index, float radius) | eve::animation::DynamicBoneSolver | |
| setDistanceLimit(float value) | eve::animation::DynamicBoneSolver | |
| setDistanceReference(float x, float y, float z) | eve::animation::DynamicBoneSolver | |
| setExternalForce(float x, float y, float z) | eve::animation::DynamicBoneSolver | |
| setForceField(const DynamicBoneForceField *forceField) | eve::animation::DynamicBoneSolver | inline |
| setGlobalGravity(float x, float y, float z) | eve::animation::DynamicBoneSolver | |
| setObjectMoveResponse(float value) | eve::animation::DynamicBoneSolver | |
| setSkeleton(AnimSkeleton *skeleton) | eve::animation::DynamicBoneSolver | |
| setTeleportThreshold(float distance) | eve::animation::DynamicBoneSolver | |
| setUpdateRate(float updatesPerSecond) | eve::animation::DynamicBoneSolver | |
| setWeight(float weight) | eve::animation::DynamicBoneSolver | |
| update(AnimPose *pose, float dt) | eve::animation::DynamicBoneSolver | |
| ~DynamicBoneSolver() | eve::animation::DynamicBoneSolver | |