, 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] |