sp::scene::CharacterController Member List

This is the complete list of members for sp::scene::CharacterController, including all inherited members.
addForce(const dim::vector3df &Force)sp::scene::BaseCollisionPhysicsObject [inline]
addVelocity(const dim::vector3df &Velocity)sp::scene::BaseCollisionPhysicsObject [inline]
applyFriction()sp::scene::BaseCollisionPhysicsObject [protected]
arrestGravityForces()sp::scene::BaseCollisionPhysicsObject
BaseCollisionPhysicsObject()sp::scene::BaseCollisionPhysicsObject [protected]
BaseObject()sp::BaseObject [inline, protected]
BaseObject(const io::stringc &Name)sp::BaseObject [inline, protected]
CharacterController(CollisionMaterial *Material, SceneNode *Node, f32 Radius, f32 Height)sp::scene::CharacterController
ChCtrlCollisionMaterial(CollisionMaterial *Material, CollisionNode *Node, const CollisionNode *Rival, const SCollisionContact &Contact)sp::scene::CharacterController [friend]
CurPos_sp::scene::CharacterController [protected]
getCollisionModel()sp::scene::CharacterController [inline]
getCollisionModel() const sp::scene::CharacterController [inline]
getContactCallback() const sp::scene::CharacterController [inline]
getForce() const sp::scene::BaseCollisionPhysicsObject [inline]
getFriction() const sp::scene::BaseCollisionPhysicsObject [inline]
getGravity() const sp::scene::BaseCollisionPhysicsObject [inline]
getMass() const sp::scene::BaseCollisionPhysicsObject [inline]
getMaxStepHeight() const sp::scene::CharacterController [inline]
getMovement() const sp::scene::CharacterController [inline]
getMoveSpeed() const sp::scene::CharacterController [inline]
getName() const sp::BaseObject [inline]
getOrientation() const sp::scene::CharacterController [inline]
getStepDetector()sp::scene::CharacterController [inline]
getStepDetector() const sp::scene::CharacterController [inline]
getUserData() const sp::BaseObject [inline]
getUserDataFlags() const sp::BaseObject [inline]
getVelocity() const sp::scene::BaseCollisionPhysicsObject [inline]
getViewRotation() const sp::scene::CharacterController [inline]
integrate(CollisionNode *Node)sp::scene::BaseCollisionPhysicsObject [protected]
jump(f32 Force)sp::scene::CharacterController [virtual]
MaxStepHeight_sp::scene::CharacterController [protected]
move(const dim::vector3df &Direction)sp::scene::CharacterController [virtual]
move(f32 LeftRight, f32 ForwardsBackwards)sp::scene::CharacterController [inline]
moveBackwards(f32 Speed)sp::scene::CharacterController [inline]
moveForwards(f32 Speed)sp::scene::CharacterController [inline]
moveLeft(f32 Speed)sp::scene::CharacterController [inline]
moveRight(f32 Speed)sp::scene::CharacterController [inline]
Name_sp::BaseObject [protected]
Orientation_sp::scene::CharacterController [protected]
PrevPos_sp::scene::CharacterController [protected]
reduceVelocity(const dim::vector3df &FactorVec)sp::scene::BaseCollisionPhysicsObject
setContactCallback(const CharacterContactCallback &Callback)sp::scene::CharacterController [inline]
setForce(const dim::vector3df &Force)sp::scene::BaseCollisionPhysicsObject [inline]
setFriction(f32 Friction)sp::scene::BaseCollisionPhysicsObject [inline]
setGravity(const dim::vector3df &Gravity)sp::scene::BaseCollisionPhysicsObject [inline]
setHeight(f32 Height)sp::scene::CharacterController
setMass(f32 Mass)sp::scene::BaseCollisionPhysicsObject [inline]
setMaxStepHeight(f32 MaxHeight)sp::scene::CharacterController
setName(const io::stringc &Name)sp::BaseObject [inline]
setOrientation(const dim::matrix3f &Orientation)sp::scene::CharacterController [inline]
setRadius(f32 Radius)sp::scene::CharacterController
setUserData(void *Data)sp::BaseObject [inline]
setUserDataFlags(s32 Flags)sp::BaseObject [inline]
setVelocity(const dim::vector3df &Velocity)sp::scene::BaseCollisionPhysicsObject [inline]
setViewRotation(f32 Rotation)sp::scene::CharacterController [inline]
stayOnGround() const sp::scene::CharacterController [inline]
update()sp::scene::CharacterController [virtual]
UserData_sp::BaseObject [protected]
UserDataFlags_sp::BaseObject [protected]
ViewRotation_sp::scene::CharacterController [protected]
~BaseCollisionPhysicsObject()sp::scene::BaseCollisionPhysicsObject [virtual]
~BaseObject()sp::BaseObject [inline, virtual]
~CharacterController()sp::scene::CharacterController [virtual]
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