CrystalSpace

Public API Reference

CS::Collisions::iCollisionObject Member List

This is the complete list of members for CS::Collisions::iCollisionObject, including all inherited members.
AddRefOwner(void **ref_owner, CS::Threading::Mutex *mutex)=0iBase [pure virtual]
Collide(iCollisionObject *otherObject) const =0CS::Collisions::iCollisionObject [pure virtual]
DecRef()=0iBase [pure virtual]
GetAttachedCamera() const =0CS::Collisions::iCollisionObject [pure virtual]
GetAttachedSceneNode() const =0CS::Collisions::iCollisionObject [pure virtual]
GetCollider() const =0CS::Collisions::iCollisionObject [pure virtual]
GetColliderTransform() const =0CS::Collisions::iCollisionObject [pure virtual]
GetCollisionCallback()=0CS::Collisions::iCollisionObject [pure virtual]
GetCollisionGroup() const =0CS::Collisions::iCollisionObject [pure virtual]
GetContactObject(size_t index)=0CS::Collisions::iCollisionObject [pure virtual]
GetContactObjectsCount()=0CS::Collisions::iCollisionObject [pure virtual]
GetDeactivable() const =0CS::Collisions::iCollisionObject [pure virtual]
GetInterfaceMetadata()=0iBase [pure virtual]
GetObjectType() const =0CS::Collisions::iCollisionObject [pure virtual]
GetRefCount()=0iBase [pure virtual]
GetSector() const =0CS::Collisions::iCollisionObject [pure virtual]
GetTransform() const =0CS::Collisions::iCollisionObject [pure virtual]
HitBeam(const csVector3 &start, const csVector3 &end) const =0CS::Collisions::iCollisionObject [pure virtual]
IncRef()=0iBase [pure virtual]
QueryCollisionActor()=0CS::Collisions::iCollisionObject [pure virtual]
QueryInterface(scfInterfaceID iInterfaceID, int iVersion)=0iBase [pure virtual]
QueryObject(void)=0CS::Collisions::iCollisionObject [pure virtual]
QueryPhysicalBody()=0CS::Collisions::iCollisionObject [pure virtual]
RemoveRefOwner(void **ref_owner)=0iBase [pure virtual]
SetAttachedCamera(iCamera *camera)=0CS::Collisions::iCollisionObject [pure virtual]
SetAttachedSceneNode(iSceneNode *sceneNode)=0CS::Collisions::iCollisionObject [pure virtual]
SetCollider(iCollider *collider, const csOrthoTransform &transform=csOrthoTransform())=0CS::Collisions::iCollisionObject [pure virtual]
SetColliderTransform(const csOrthoTransform &transform)=0CS::Collisions::iCollisionObject [pure virtual]
SetCollisionCallback(iCollisionCallback *cb)=0CS::Collisions::iCollisionObject [pure virtual]
SetCollisionGroup(iCollisionGroup *group)=0CS::Collisions::iCollisionObject [pure virtual]
SetDeactivable(bool d)=0CS::Collisions::iCollisionObject [pure virtual]
SetSector(iCollisionSector *sector)=0CS::Collisions::iCollisionObject [pure virtual]
SetTransform(const csOrthoTransform &trans)=0CS::Collisions::iCollisionObject [pure virtual]
~iBase()iBase [inline, protected, virtual]

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