, 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] |
| checkCollisionToPlane(const CollisionPlane *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::CollisionNode | [virtual] |
| checkIntersection(const dim::line3df &Line, bool ExcludeCorners=false) const | sp::scene::CollisionNode | [virtual] |
| CollisionGraph class | sp::scene::CollisionNode | [friend] |
| CollisionMaterial class | sp::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] |
| getFlags() const | sp::scene::CollisionNode | [inline] |
| getInverseTransformation() const | sp::scene::CollisionNode | [inline] |
| getMaterial() const | sp::scene::CollisionNode | [inline] |
| getMaxMovement() const =0 | sp::scene::CollisionNode | [pure 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 =0 | sp::scene::CollisionNode | [pure 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] |
| performCollisionResolvingToPlane(const CollisionPlane *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] |
| 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] |
| ~CollisionNode() | sp::scene::CollisionNode | [virtual] |