, 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] |
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] |
checkCornerExlusion(const dim::line3df &Line, const dim::vector3df &Point) const | sp::scene::CollisionNode | [protected] |
checkIntersection(const dim::line3df &Line, SIntersectionContact &Contact) const | sp::scene::CollisionSphere | [virtual] |
checkIntersection(const dim::line3df &Line, bool ExcludeCorners=false) const | sp::scene::CollisionSphere | [virtual] |
CollisionGraph class | sp::scene::CollisionNode | [friend] |
CollisionNode(CollisionMaterial *Material, SceneNode *Node, const ECollisionModels Type) | sp::scene::CollisionNode | [protected] |
CollisionSphere(CollisionMaterial *Material, SceneNode *Node, f32 Radius) | sp::scene::CollisionSphere | |
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 | sp::scene::CollisionSphere | [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] |
getRadius() const | sp::scene::CollisionSphere | [inline] |
getRotation() const | sp::scene::CollisionNode | [inline] |
getScale() const | sp::scene::CollisionNode | [inline] |
getSupportFlags() const | sp::scene::CollisionSphere | [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] |
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 | |
setRadius(f32 Radius) | sp::scene::CollisionSphere | [inline] |
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] |
~CollisionSphere() | sp::scene::CollisionSphere | |