sp::scene::CollisionBox Member List

This is the complete list of members for sp::scene::CollisionBox, including all inherited members.
BaseObject()sp::BaseObject [inline, protected]
BaseObject(const io::stringc &Name)sp::BaseObject [inline, protected]
checkAnyCollisionToBox(const CollisionBox *Rival) const sp::scene::CollisionNode [protected, virtual]
checkAnyCollisionToCapsule(const CollisionCapsule *Rival) const sp::scene::CollisionNode [protected, virtual]
checkAnyCollisionToCone(const CollisionCone *Rival) const sp::scene::CollisionNode [protected, virtual]
checkAnyCollisionToCylinder(const CollisionCylinder *Rival) const sp::scene::CollisionNode [protected, virtual]
checkAnyCollisionToMesh(const CollisionMesh *Rival) const sp::scene::CollisionNode [protected, virtual]
checkAnyCollisionToPlane(const CollisionPlane *Rival) const sp::scene::CollisionNode [protected, virtual]
checkAnyCollisionToSphere(const CollisionSphere *Rival) const sp::scene::CollisionNode [protected, virtual]
checkCollision(const CollisionNode *Rival, SCollisionContact &Contact) const sp::scene::CollisionNode [virtual]
checkCollision(const CollisionNode *Rival) const sp::scene::CollisionNode [virtual]
checkCollisionToBox(const CollisionBox *Rival, SCollisionContact &Contact) const sp::scene::CollisionNode [protected, virtual]
checkCollisionToCapsule(const CollisionCapsule *Rival, SCollisionContact &Contact) const sp::scene::CollisionNode [protected, virtual]
checkCollisionToCone(const CollisionCone *Rival, SCollisionContact &Contact) const sp::scene::CollisionNode [protected, virtual]
checkCollisionToCylinder(const CollisionCylinder *Rival, SCollisionContact &Contact) const sp::scene::CollisionNode [protected, virtual]
checkCollisionToMesh(const CollisionMesh *Rival, SCollisionContact &Contact) const sp::scene::CollisionNode [protected, virtual]
checkCollisionToSphere(const CollisionSphere *Rival, SCollisionContact &Contact) const sp::scene::CollisionNode [protected, virtual]
checkCornerExlusion(const dim::line3df &Line, const dim::vector3df &Point) const sp::scene::CollisionNode [protected]
checkIntersection(const dim::line3df &Line, SIntersectionContact &Contact) const sp::scene::CollisionBox [virtual]
checkIntersection(const dim::line3df &Line, bool ExcludeCorners=false) const sp::scene::CollisionBox [virtual]
CollisionBox(CollisionMaterial *Material, SceneNode *Node, const dim::aabbox3df &Box)sp::scene::CollisionBox
CollisionGraph classsp::scene::CollisionNode [friend]
CollisionNode(CollisionMaterial *Material, SceneNode *Node, const ECollisionModels Type)sp::scene::CollisionNode [protected]
findIntersections(const dim::line3df &Line, std::list< SIntersectionContact > &ContactList) const sp::scene::CollisionNode [virtual]
getBox() const sp::scene::CollisionBox [inline]
getFlags() const sp::scene::CollisionNode [inline]
getInverseTransformation() const sp::scene::CollisionNode [inline]
getMaterial() const sp::scene::CollisionNode [inline]
getMaxMovement() const sp::scene::CollisionBox [virtual]
getName() const sp::BaseObject [inline]
getNode() const sp::scene::CollisionNode [inline]
getNodePosition() const sp::scene::CollisionNode [inline]
getOffset(dim::matrix4f &Matrix, bool &Enable) const sp::scene::CollisionNode [inline]
getPosition() const sp::scene::CollisionNode [inline]
getPrevPosition() const sp::scene::CollisionNode [inline]
getRotation() const sp::scene::CollisionNode [inline]
getScale() const sp::scene::CollisionNode [inline]
getSupportFlags() const sp::scene::CollisionBox [virtual]
getTransformation() const sp::scene::CollisionNode [inline]
getType() const sp::scene::CollisionNode [inline]
getUserData() const sp::BaseObject [inline]
getUserDataFlags() const sp::BaseObject [inline]
move(const dim::vector3df &Direction)sp::scene::CollisionNode [inline]
Name_sp::BaseObject [protected]
notifyCollisionContact(const CollisionNode *Rival, const SCollisionContact &Contact)sp::scene::CollisionNode [protected]
performCollisionResolving(const CollisionNode *Rival)sp::scene::CollisionNode [virtual]
performCollisionResolvingToBox(const CollisionBox *Rival)sp::scene::CollisionNode [protected, virtual]
performCollisionResolvingToCapsule(const CollisionCapsule *Rival)sp::scene::CollisionNode [protected, virtual]
performCollisionResolvingToCone(const CollisionCone *Rival)sp::scene::CollisionNode [protected, virtual]
performCollisionResolvingToCylinder(const CollisionCylinder *Rival)sp::scene::CollisionNode [protected, virtual]
performCollisionResolvingToMesh(const CollisionMesh *Rival)sp::scene::CollisionNode [protected, virtual]
performCollisionResolvingToSphere(const CollisionSphere *Rival)sp::scene::CollisionNode [protected, virtual]
performDetectedContact(const CollisionNode *Rival, const SCollisionContact &Contact)sp::scene::CollisionNode [protected]
setBox(const dim::aabbox3df &Box)sp::scene::CollisionBox [inline]
setFlags(s32 Flags)sp::scene::CollisionNode [inline]
setMaterial(CollisionMaterial *Material)sp::scene::CollisionNode [virtual]
setName(const io::stringc &Name)sp::BaseObject [inline]
setOffset(const dim::matrix4f &Matrix, bool Enable=true)sp::scene::CollisionNode
setPosition(const dim::vector3df &Position, bool UpdatePrevPosition=true)sp::scene::CollisionNode
setRotation(const dim::matrix4f &Rotation)sp::scene::CollisionNode [inline]
setScale(const dim::vector3df &Scale)sp::scene::CollisionNode [inline]
setupTransformation(const dim::matrix4f &Matrix)sp::scene::CollisionNode
setUserData(void *Data)sp::BaseObject [inline]
setUserDataFlags(s32 Flags)sp::BaseObject [inline]
translate(const dim::vector3df &Direction)sp::scene::CollisionNode [inline]
turn(const dim::vector3df &Rotation)sp::scene::CollisionNode [inline]
updateCollisions()sp::scene::CollisionNode
updatePrevPosition()sp::scene::CollisionNode [protected]
updateTransformation()sp::scene::CollisionNode
UserData_sp::BaseObject [protected]
UserDataFlags_sp::BaseObject [protected]
~BaseObject()sp::BaseObject [inline, virtual]
~CollisionBox()sp::scene::CollisionBox
~CollisionNode()sp::scene::CollisionNode [virtual]
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