, 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] |